mirror of
https://github.com/fortressforever/fortressforever-scripts.git
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222 lines
4.1 KiB
Text
222 lines
4.1 KiB
Text
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//=============================================================================
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// No spaces in event names, max length 32
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// All strings are case sensitive
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//
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// valid data key types are:
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// string : a zero terminated string
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// bool : unsigned int, 1 bit
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// byte : unsigned int, 8 bit
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// short : signed int, 16 bit
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// long : signed int, 32 bit
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// float : float, 32 bit
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// local : any data, but not networked to clients
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//
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// following key names are reserved:
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// local : if set to 1, event is not networked to clients
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// unreliable : networked, but unreliable
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// suppress : never fire this event
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// time : firing server time
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// eventid : holds the event ID
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"ffevents"
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{
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"player_sayteam"
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{
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"userid" "short"
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"text" "string"
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}
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"player_death" // a game event, name may be 32 charaters long
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{
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// this extents the original player_death by a new
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// field "headshot", all other fields remains the same
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"userid" "short"
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"attacker" "short"
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"weapon" "string" // weapon name killer used
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"damagetype" "long" // damage type
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"killersglevel" "short"
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}
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// From here down are events necessary for bot support.
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"player_changeclass"
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{
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"userid" "short"
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"oldclass" "short"
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"newclass" "short"
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}
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"build_dispenser"
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{
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"userid" "short" // who built it
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}
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"build_sentrygun"
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{
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"userid" "short"
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}
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"build_detpack"
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{
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"userid" "short"
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}
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"build_mancannon"
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{
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"userid" "short"
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}
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"detpack_detonated"
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{
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"userid" "short"
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}
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"sentrygun_killed"
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{
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"userid" "short" // owner
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"attacker" "short"
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"weapon" "string"
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"attackerpos" "string"
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"killedsglevel" "short"
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"killersglevel" "short"
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}
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"dispenser_killed"
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{
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"userid" "short" // owner
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"attacker" "short"
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"weapon" "string"
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"killersglevel" "short"
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}
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"mancannon_detonated"
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{
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"userid" "short" // owner
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}
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"mancannon_killed"
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{
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"userid" "short" // owner
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"attacker" "short"
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"weapon" "string"
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"killersglevel" "short"
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}
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"sentrygun_upgraded"
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{
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"userid" "short" // upgrader
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"sgownerid" "short" // owner
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"level" "short"
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}
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"disguised"
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{
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"userid" "short"
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"team" "short"
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"class" "short"
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}
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"disguise_lost"
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{
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"userid" "short"
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"attackerid" "short"
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}
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"cloak_lost"
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{
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"userid" "short"
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"attackerid" "short"
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}
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"uncloaked"
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{
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"userid" "short"
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}
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"cloaked"
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{
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"userid" "short"
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}
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"dispenser_enemyused"
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{
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"userid" "short" // owner
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"enemyid" "short"
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}
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"dispenser_detonated"
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{
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"userid" "short"
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}
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"dispenser_dismantled"
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{
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"userid" "short"
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}
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"dispenser_sabotaged"
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{
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"userid" "short" // owner
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"saboteur" "short" // who done it?
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}
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"sentry_detonated"
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{
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"userid" "short"
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"level" "short"
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}
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"sentry_dismantled"
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{
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"userid" "short"
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"level" "short"
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}
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"sentry_sabotaged"
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{
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"userid" "short" // owner
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"saboteur" "short" // who done it?
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}
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"player_additem"
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{
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"userid" "short"
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"item" "string"
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}
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"player_removeitem"
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{
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"userid" "short"
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"item" "string"
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}
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"player_removeallitems"
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{
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"userid" "short"
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}
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"ff_restartround"
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{
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}
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"objective_event"
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{
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"userid" "short" // entity index of the player
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//"eventname" "string"
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"eventtext" "string"
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}
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"luaevent"
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{
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"userid" "short" // entity index of the first player
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"userid2" "short" // entity index of the 2nd player
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"eventname" "string" // name for the event - like flag_cap, flag_drop, etc - something stats programs could use
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// These next ones are just brainstorming...
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"key0" "string"
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"value0" "string"
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"key1" "string"
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"value1" "string"
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"key2" "string"
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"value2" "string"
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}
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}
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