List of CS/CZ/DOD Events/Messages with their arguments
OK guys I'm trying to compile a complete list of the messages in CS/CZ/DOD and what they do.
I'm creating them in excel, so far I have the CS/CZ done to the extent of my knowledge (I think). I'll create a DOD version shortly. If you notice any errors or know what some of the messages do, please post here and I'll change it. Please realize that the CZ document will only have messages listed that are DIFFERENT than those in CS, so if you don't see the message in the CZ document, then download the CS document and use that data. Excel Documents: Counter-Strike Condition Zero Day of Defeat HTML Files: Counter-Strike Condition Zero Day of Defeat Brainbread Partial list - By Avalanche Useful for creating StatusIcon Messages: CS/CZ hud.txt DODhud.txt **Updated 06-24-2005** Mentioned that the HideWeapon information may be outdated **Updated 01-12-2005** The next 2 posts are included in the above excel documents DOD Messages added To dos: Add the # of arguments for quick reference and the msd IDs |
Great job on this list here. I have a few things that you might like to add.
First, a note on what you said about TextMsg. The first byte can be 1 through 4. It's not a player's entity index or anything like that. It's basically the same as client_print in AMX/X. It is actually the destination of the text. 1: Notify 2: Console 3: Chat area 4: Center New message information now... BombDrop coord, coord, coord, byte 1: X, 2: Y, 3: Z, 4: Bomb planted? The first three arguments are the origin of the dropped bomb. The last argument is set to 1 if the bomb has been planted. It is 0 if the bomb was dropped due to voluntary dropping or death. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments. BombPickup NO ARGUMENTS This message just tells the game that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar. ShowTimer NO ARGUMENTS Shows the round timer again if it has been hidden. WeaponList string, byte, byte, byte, byte, byte, byte, byte, byte 1: Weapon name, 2: Ammo1 ID, 3: Ammo1 Max, 4: Ammo2 ID, 5: Ammo2 Max, 6: Bucket, 7: Bucket Position, 8: Weapon ID, 9: Flags This message is sent before the map is fully loaded to determine the location of weapons on the player's HUD. This can potentially be used to change the positions of weapons and put them in different slots. The knife seems to have most problems with this however. Arguments 2 and 3 are -1 if the weapon is the knife. Arguments 4 and 5 are -1 in CS and CZ, but normally they would not be if a weapon had some sort of secondary ammo. Argument 6 can be 0-4 which correspond to the 1-5 horizontal weapon slots on the HUD. Argument 7 is the vertical weapon slot which is only noticable when a player has multiple weapons in a horizontal slot. These numbers start at 1 instead of 0, unlike argument 6. Argument 8 corresponds to a weapon's CSW_ constant. |
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I have a similar excel document for CS. I don't know if this is the one you have. You can take a look at it here and maybe merge its contents into yours. I know I made a few unpublished edits to it.
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Thanks guys, I updated it.
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Omg... Can you please export it to a html or something?
I dont have excel :( |
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Quote:
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Yes, i am talking about CS Events :)
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HTML Version of Counterstrike events
<WEBSITE NON-EXISTANT> :) |
BTW I think that maybe the HideWeapon chart could be outdated because I tried that awhile ago and nothing really worked as supposed :-\
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