//=========== © Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//============================================= ================================
// No spaces in event names, max length 32
// All strings are case sensitive
// total game event byte length must be < 1024
//
// valid data key types are:
// none : value is not networked
// string : a zero terminated string
// bool : unsigned int, 1 bit
// byte : unsigned int, 8 bit
// short : signed int, 16 bit
// long : signed int, 32 bit
// float : float, 32 bit
"gameevents"
{
"team_info" // info about team
{
"teamid" "byte" // unique team id
"teamname" "string" // team name eg "Team Blue"
}
"team_score" // team score changed
{
"teamid" "byte" // team id
"score" "short" // total team score
}
"teamplay_broadcast_audio" // emits a sound to everyone on a team
{
"team" "byte" // unique team id
"sound" "string" // name of the sound to emit
}
//////////////////////////////////////////////////////////////////////
// Player events
//////////////////////////////////////////////////////////////////////
"player_team" // player change his team
{
"userid" "short" // user ID on server
"team" "byte" // team id
"oldteam" "byte" // old team id
"disconnect" "bool" // team change because player disconnects
"autoteam" "bool" // true if the player was auto assigned to the team
"silent" "bool" // if true wont print the team join messages
}
"player_class" // a player changed his class
{
"userid" "short" // user ID on server
"class" "string" // new player class / model
}
"player_death" // a game event, name may be 32 charaters long
{
"userid" "short" // user ID who died
"attacker" "short" // user ID who killed
}
"player_hurt"
{
"userid" "short" // player index who was hurt
"attacker" "short" // player index who attacked
"health" "byte" // remaining health points
}
"player_chat" // a public player chat
{
"teamonly" "bool" // true if team only chat
"userid" "short" // chatting player
"text" "string" // chat text
}
"player_score" // players scores changed
{
"userid" "short" // user ID on server
"kills" "short" // # of kills
"deaths" "short" // # of deaths
"score" "short" // total game score
}
"player_spawn" // player spawned in game
{
"userid" "short" // user ID on server
}
"player_shoot" // player shoot his weapon
{
"userid" "short" // user ID on server
"weapon" "byte" // weapon ID
"mode" "byte" // weapon mode
}
"player_use"
{
"userid" "short" // user ID on server
"entity" "short" // entity used by player
}
"player_changename"
{
"userid" "short" // user ID on server
"oldname" "string" // players old (current) name
"newname" "string" // players new name
}
"player_hintmessage"
{
"hintmessage" "string" // localizable string of a hint
}
//////////////////////////////////////////////////////////////////////
// Game events
//////////////////////////////////////////////////////////////////////
"game_init" // sent when a new game is started
{
}
"game_newmap" // send when new map is completely loaded
{
"mapname" "string" // map name
}
"game_start" // a new game starts
{
"roundslimit" "long" // max round
"timelimit" "long" // time limit
"fraglimit" "long" // frag limit
"objective" "string" // round objective
}
"game_end" // a game ended
{
"winner" "byte" // winner team/user id
}
"round_start"
{
"timelimit" "long" // round time limit in seconds
"fraglimit" "long" // frag limit in seconds
"objective" "string" // round objective
}
"round_end"
{
"winner" "byte" // winner team/user i
"reason" "byte" // reson why team won
"message" "string" // end round message
}
"round_time_warning"
{
}
"round_start_pre_entity"
{
}
"teamplay_round_start" // round restart
{
"full_reset" "bool" // is this a full reset of the map
}
"hostname_changed"
{
"hostname" "string"
}
"difficulty_changed"
{
"newDifficulty" "short"
"oldDifficulty" "short"
"strDifficulty" "string" // new difficulty as string
}
"finale_start"
{
"rushes" "short"
}
"game_message" // a message send by game logic to everyone
{
"target" "byte" // 0 = console, 1 = HUD
"text" "string" // the message text
}
"break_breakable"
{
"entindex" "long"
"userid" "short"
"material" "byte" // BREAK_GLASS, BREAK_WOOD, etc
}
"break_prop"
{
"entindex" "long"
"userid" "short"
}
"player_decal"
{
"userid" "short"
}
"entity_killed"
{
"entindex_killed" "long"
"entindex_attacker" "long"
"entindex_inflictor" "long"
"damagebits" "long"
}
"bonus_updated"
{
"numadvanced" "short"
"numbronze" "short"
"numsilver" "short"
"numgold" "short"
}
"player_stats_updated"
{
"forceupload" "bool"
}
"achievement_event"
{
"achievement_name" "string" // non-localized name of achievement
"cur_val" "short" // # of steps toward achievement
"max_val" "short" // total # of steps in achievement
}
// sent whenever an achievement that's tracked on the HUD increases
"achievement_increment"
{
"achievement_id" "long" // ID of achievement that went up
"cur_val" "short" // # of steps toward achievement
"max_val" "short" // total # of steps in achievement
}
"achievement_earned"
{
"player" "byte" // entindex of the player
"achievement" "short" // achievement ID
}
// Used for a notification message when an achievement fails to write
"achievement_write_failed"
{
}
"physgun_pickup"
{
"entindex" "long" // entity picked up
}
"flare_ignite_npc"
{
"entindex" "long" // entity ignited
}
"helicopter_grenade_punt_miss"
{
}
"user_data_downloaded" // fired when achievements/stats are downloaded from Steam or XBox Live
{
}
"ragdoll_dissolved"
{
"entindex" "long"
}
"gameinstructor_draw"
{
}
"gameinstructor_nodraw"
{
}
"map_transition"
{
}
"entity_visible"
{
"userid" "short" // The player who sees the entity
"subject" "long" // Entindex of the entity they see
"classname" "string" // Classname of the entity they see
"entityname" "string" // name of the entity they see
}
"set_instructor_group_enabled"
{
"group" "string"
"enabled" "short"
}
"instructor_server_hint_create" //create a hint using data supplied entirely by the server/map. Intended for hints to smooth playtests before content is ready to make the hint unneccessary. NOT INTENDED AS A SHIPPABLE CRUTCH
{
"hint_name" "string" // what to name the hint. For referencing it again later (e.g. a kill command for the hint instead of a timeout)
"hint_replace_key" "string" // type name so that messages of the same type will replace each other
"hint_target" "long" // entity id that the hint should display at
"hint_activator_userid" "short" // userid id of the activator
"hint_timeout" "short" // how long in seconds until the hint automatically times out, 0 = never
"hint_icon_onscreen" "string" // the hint icon to use when the hint is onscreen. e.g. "icon_alert_red"
"hint_icon_offscreen" "string" // the hint icon to use when the hint is offscreen. e.g. "icon_alert"
"hint_caption" "string" // the hint caption. e.g. "#ThisIsDangerous"
"hint_activator_caption" "string" // the hint caption that only the activator sees e.g. "#YouPushedItGood"
"hint_color" "string" // the hint color in "r,g,b" format where each component is 0-255
"hint_icon_offset" "float" // how far on the z axis to offset the hint from entity origin
"hint_range" "float" // range before the hint is culled
"hint_flags" "long" // hint flags
"hint_binding" "string" // bindings to use when use_binding is the onscreen icon
"hint_allow_nodraw_target" "bool" // if false, the hint will dissappear if the target entity is invisible
"hint_nooffscreen" "bool" // if true, the hint will not show when outside the player view
"hint_forcecaption" "bool" // if true, the hint caption will show even if the hint is occluded
"hint_local_player_only" "bool" // if true, only the local player will see the hint
}
"instructor_server_hint_stop" //destroys a server/map created hint
{
"hint_name" "string" // The hint to stop. Will stop ALL hints with this name
}
"read_game_titledata" // read user titledata from profile
{
"controllerId" "short" // Controller id of user
}
"write_game_titledata" // write user titledata in profile
{
"controllerId" "short" // Controller id of user
}
"reset_game_titledata" // reset user titledata; do not automatically write profile
{
"controllerId" "short" // Controller id of user
}
}
Old? E3 refs said:
developer 0
disp_modlimit_up 512
r_anamorphic 1
snd_surround 1
cl_hudenable 0
disconnect
bind pgdn "nextdemo"
alias delay "wait;wait;wait;wait;wait;wait;wait;wait;wait ;wait;wait;wait;wait;wait;wait;wait;wait;wait ;wait;wait;wait;wait;wait;wait;wait;wait;wait ;wait;wait;wait;wait;wait;wait;wait;wait;wait ;wait;wait;wait;wait;wait;wait;wait;wait;wait ;wait;wait;wait;wait;wait;"
alias fademusic "soundfade 100 10 2 1"
alias loadlogo "binddemo"
alias bindlogo "bind space loadlogo"
alias binddemo "bind space e3demostart"
alias e3demostart "bindlogo;fademusic;delay;delay;delay;disconn ect;delay;startdemos e3_canals e3_eli e3_ravenholm e3_seafloor_crane e3_seafloor_rollermines e3_striders e3_trainstation_alyx e3_trainstation_intro_set1 e3_trainstation_plaza_set1 "
binddemo
loadlogo
Server Events said:
//=========== © Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//============================================= ================================
// Don't change this file, it defines engine events
"engineevents"
{
//////////////////////////////////////////////////////////////////////
// Server events
//////////////////////////////////////////////////////////////////////
"server_spawn" // send once a server starts
{
"hostname" "string" // public host name
"address" "string" // hostame, IP or DNS name
"port" "short" // server port
"game" "string" // game dir
"mapname" "string" // map name
"maxplayers" "long" // max players
"os" "string" // WIN32, LINUX
"dedicated" "bool" // true if dedicated server
"password" "bool" // true if password protected
}
"server_pre_shutdown" // server is about to be shut down
{
"reason" "string" // reason why server is about to be shut down
}
"server_shutdown" // server shut down
{
"reason" "string" // reason why server was shut down
}
"server_cvar" // a server console var has changed
{
"cvarname" "string" // cvar name, eg "mp_roundtime"
"cvarvalue" "string" // new cvar value
}
"server_message" // a generic server message
{
"text" "string" // the message text
}
"server_addban"
{
"name" "string" // player name
"userid" "short" // user ID on server
"networkid" "string" // player network (i.e steam) id
"ip" "string" // IP address
"duration" "string" // length of the ban
"by" "string" // banned by...
"kicked" "bool" // whether the player was also kicked
}
"server_removeban"
{
"networkid" "string" // player network (i.e steam) id
"ip" "string" // IP address
"by" "string" // removed by...
}
"player_connect" // a new client connected
{
"name" "string" // player name
"index" "byte" // player slot (entity index-1)
"userid" "short" // user ID on server (unique on server)
"networkid" "string" // player network (i.e steam) id
"address" "string" // ip:razz
rt
}
"player_info" // a player changed his name
{
"name" "string" // player name
"index" "byte" // player slot (entity index-1)
"userid" "short" // user ID on server (unique on server)
"networkid" "string" // player network (i.e steam) id
"bot" "bool" // true if player is a AI bot
}
"player_disconnect" // a client was disconnected
{
"userid" "short" // user ID on server
"reason" "string" // "self", "kick", "ban", "cheat", "error"
"name" "string" // player name
"networkid" "string" // player network (i.e steam) id
}
"player_activate"
{
"userid" "short" // user ID on server
}
"player_connect_full" // player has sent final message in the connection sequence
{
"userid" "short" // user ID on server
"index" "byte" // player slot (entity index-1)
}
"player_say"
{
"userid" "short" // user ID on server
"text" "string" // the say text
}
}
Specific CS:GO Events said:
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//============================================= ================================
// No spaces in event names, max length 32
// All strings are case sensitive
// total game event byte length must be < 1024
//
// valid data key types are:
// none : value is not networked
// string : a zero terminated string
// bool : unsigned int, 1 bit
// byte : unsigned int, 8 bit
// short : signed int, 16 bit
// long : signed int, 32 bit
// float : float, 32 bit
"cstrikeevents"
{
"player_death" // a game event, name may be 32 characters long
{
// this extents the original player_death by a new fields
"userid" "short" // user ID who died
"attacker" "short" // user ID who killed
"weapon" "string" // weapon name killer used
"headshot" "bool" // singals a headshot
"dominated" "short" // did killer dominate victim with this kill
"revenge" "short" // did killer get revenge on victim with this kill
"penetrated" "short" // number of objects shot penetrated before killing target
}
"player_hurt"
{
"userid" "short" // player index who was hurt
"attacker" "short" // player index who attacked
"health" "byte" // remaining health points
"armor" "byte" // remaining armor points
"weapon" "string" // weapon name attacker used, if not the world
"dmg_health" "byte" // damage done to health
"dmg_armor" "byte" // damage done to armor
"hitgroup" "byte" // hitgroup that was damaged
}
"bomb_beginplant"
{
"userid" "short" // player who is planting the bomb
"site" "short" // bombsite index
}
"bomb_abortplant"
{
"userid" "short" // player who is planting the bomb
"site" "short" // bombsite index
}
"bomb_planted"
{
"userid" "short" // player who planted the bomb
"site" "short" // bombsite index
"posx" "short" // position x
"posy" "short" // position y
}
"bomb_defused"
{
"userid" "short" // player who defused the bomb
"site" "short" // bombsite index
}
"bomb_exploded"
{
"userid" "short" // player who planted the bomb
"site" "short" // bombsite index
}
"bomb_dropped"
{
"userid" "short" // player who dropped the bomb
"entindex" "long"
}
"bomb_pickup"
{
"userid" "short" // player who picked up the bomb
}
"defuser_dropped"
{
}
"defuser_pickup"
{
"userid" "short" // player who picked up the defuser
}
"announce_phase_end"
{
}
"cs_intermission"
{
}
"bomb_begindefuse"
{
"userid" "short" // player who is defusing
"haskit" "bool"
}
"bomb_abortdefuse"
{
"userid" "short" // player who was defusing
}
"hostage_follows"
{
"userid" "short" // player who touched the hostage
"hostage" "short" // hostage entity index
}
"hostage_hurt"
{
"userid" "short" // player who hurt the hostage
"hostage" "short" // hostage entity index
}
"hostage_killed"
{
"userid" "short" // player who killed the hostage
"hostage" "short" // hostage entity index
}
"hostage_rescued"
{
"userid" "short" // player who rescued the hostage
"hostage" "short" // hostage entity index
"site" "short" // rescue site index
}
"hostage_stops_following"
{
"userid" "short" // player who rescued the hostage
"hostage" "short" // hostage entity index
}
"hostage_rescued_all"
{
}
"hostage_call_for_help"
{
"hostage" "short" // hostage entity index
}
"vip_escaped"
{
"userid" "short" // player who was the VIP
}
"vip_killed"
{
"userid" "short" // player who was the VIP
"attacker" "short" // user ID who killed the VIP
}
"player_radio"
{
"userid" "short"
"slot" "short"
}
"bomb_beep"
{
"entindex" "long" // c4 entity
}
"weapon_fire"
{
"userid" "short"
"weapon" "string" // weapon name used
"silenced" "bool" // is weapon silenced
}
"weapon_fire_on_empty"
{
"userid" "short"
"weapon" "string" // weapon name used
}
"weapon_outofammo"
{
"userid" "short"
}
"weapon_reload"
{
"userid" "short"
}
"weapon_zoom"
{
"userid" "short"
}
// exists for the game instructor to let it know when the player zoomed in with a regular rifle
// different from the above weapon_zoom because we don't use this event to notify bots
"weapon_zoom_rifle"
{
"userid" "short"
}
"player_spawned"
{
"userid" "short"
"inrestart" "bool" // true if restart is pending
}
"item_pickup"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
}
"item_equip"
{
"userid" "short"
"item" "string" // either a weapon such as 'tmp' or 'hegrenade', or an item such as 'nvgs'
"canzoom" "bool"
"hassilencer" "bool"
"issilenced" "bool"
"hastracers" "bool"
"weptype" "short"
//WEAPONTYPE_UNKNOWN = -1
//WEAPONTYPE_KNIFE = 0
//WEAPONTYPE_PISTOL = 1
//WEAPONTYPE_SUBMACHINEGUN = 2
//WEAPONTYPE_RIFLE = 3
//WEAPONTYPE_SHOTGUN = 4
//WEAPONTYPE_SNIPER_RIFLE = 5
//WEAPONTYPE_MACHINEGUN = 6
//WEAPONTYPE_C4 = 7
//WEAPONTYPE_GRENADE = 8
//
}
"enter_buyzone"
{
"userid" "short"
"canbuy" "bool"
}
"exit_buyzone"
{
"userid" "short"
"canbuy" "bool"
}
"enter_bombzone"
{
"userid" "short"
"hasbomb" "bool"
"isplanted" "bool"
}
"exit_bombzone"
{
"userid" "short"
"hasbomb" "bool"
"isplanted" "bool"
}
"enter_rescue_zone"
{
"userid" "short"
}
"exit_rescue_zone"
{
"userid" "short"
}
"silencer_off"
{
"userid" "short"
}
"silencer_on"
{
"userid" "short"
}
"buymenu_open"
{
"userid" "short"
}
"buymenu_close"
{
"userid" "short"
}
"round_start"
{
"timelimit" "long" // round time limit in seconds
"fraglimit" "long" // frag limit in seconds
"objective" "string" // round objective
}
"report_ext"
{
"ctrl" "bool"
"stat" "bool"
"online" "bool"
"mode" "short"
}
"round_end"
{
"winner" "byte" // winner team/user i
"reason" "byte" // reson why team won
"message" "string" // end round message
}
"grenade_bounce"
{
"userid" "short"
}
"hegrenade_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"flashbang_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"smokegrenade_expired"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"molotov_detonate"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_detonate"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_started"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"decoy_firing"
{
"userid" "short"
"entityid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"bullet_impact"
{
"userid" "short"
"x" "float"
"y" "float"
"z" "float"
}
"player_footstep"
{
"userid" "short"
}
"player_jump"
{
"userid" "short"
}
"player_blind"
{
"userid" "short"
}
"player_falldamage"
{
"userid" "short"
"damage" "float"
}
"door_moving"
{
"entindex" "long"
"userid" "short"
}
"round_freeze_end"
{
}
"nav_blocked"
{
"area" "long"
"blocked" "bool"
}
"nav_generate"
{
}
"player_stats_updated"
{
"forceupload" "bool"
}
"spec_target_updated"
{
}
"cs_game_disconnected"
{
}
"cs_win_panel_round"
{
"show_timer_defend" "bool"
"show_timer_attack" "bool"
"timer_time" "short"
"final_event" "byte" //define in cs_gamerules.h
"funfact_token" "string"
"funfact_player" "short"
"funfact_data1" "long"
"funfact_data2" "long"
"funfact_data3" "long"
}
"cs_win_panel_match"
{
}
"cs_match_end_restart"
{
}
"cs_pre_restart"
{
}
"show_freezepanel"
{
"victim" "short" // endindex of the one who was killed
"killer" "short" // entindex of the killer entity
}
"hide_freezepanel"
{
}
"freezecam_started"
{
}
"player_avenged_teammate"
{
"avenger_id" "short"
"avenged_player_id" "short"
}
"achievement_earned"
{
"player" "byte" // entindex of the player
"achievement" "short" // achievement ID
}
"achievement_earned_local"
{
"achievement" "short" // achievement ID
"splitscreenplayer" "short" // splitscreen ID
}
"repost_xbox_achievements"
{
"splitscreenplayer" "short" // splitscreen ID
}
"match_end_conditions"
{
"frags" "long"
"max_rounds" "long"
"win_rounds" "long"
"time" "long"
}
"round_mvp"
{
"userid" "short"
"reason" "short"
}
"player_decal"
{
"userid" "short"
}
"teamplay_round_start" // round restart
{
"full_reset" "bool" // is this a full reset of the map
}
"gg_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"ggtr_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"ggprogressive_player_levelup"
{
"userid" "short" // player who leveled up
"weaponrank" "short"
"weaponname" "string" // name of weapon being awarded
}
"gg_killed_enemy"
{
"victimid" "short" // user ID who died
"attackerid" "short" // user ID who killed
"dominated" "short" // did killer dominate victim with this kill
"revenge" "short" // did killer get revenge on victim with this kill
}
"gg_final_weapon_achieved"
{
"playerid" "short" // user ID who achieved the final gun game weapon
}
"gg_bonus_grenade_achieved"
{
"userid" "short" // user ID who achieved the bonus grenade
}
"switch_team_to_ct"
{
"userid" "short" // user ID who switched to ct team
}
"switch_team_to_t"
{
"userid" "short" // user ID who switched to t team
}
"switch_team"
{
"numPlayers" "short" // number of active players on both T and CT
"numSpectators" "short" // number of spectators
"avg_rank" "short" // avergae rank of human players
}
"gg_leader"
{
"playerid" "short" // user ID that is currently in the lead
}
"gg_player_impending_upgrade"
{
"userid" "short" // player who will be leveling up
}
"write_profile_data"
{
}
// fired when a player runs out of time in trial mode
"trial_time_expired"
{
"slot" "short" // player whose time has expired
}
// fired when it's appropriate to write the player's stats to leaderboards
"write_leaderboard_stats"
{
}
// Fired when it's time to update matchmaking data at the end of a round.
"update_matchmaking_stats"
{
}
"player_reset_vote"
{
"userid" "short"
"vote" "bool"
}
"enable_restart_voting"
{
"enable" "bool"
}
"sfuievent"
{
"action" "string"
"data" "string"
"slot" "byte"
}
"start_vote"
{
"userid" "short" // user ID on server
"type" "byte"
"vote_parameter" "short"
}
"player_given_c4"
{
"userid" "short" // user ID who received the c4
}
"gg_reset_round_start_sounds"
{
"userid" "short" // user ID who should have round start sounds reset
}
"tr_player_flashbanged"
{
"userid" "short" // user ID of the player banged
}
// not used yet because this relied on vgui panels, scaleform isn't supported yet
//"tr_highlight_ammo"
//{
// "userid" "short" // user ID of the player
//}
"tr_mark_complete"
{
"complete" "short"
}
"tr_mark_best_time"
{
"time" "long"
}
"bot_takeover"
{
"userid" "short"
"botid" "short"
"index" "short"
}
"tr_show_finish_msgbox"
{
"userid" "short" // user ID of the player
}
"tr_show_exit_msgbox"
{
"userid" "short" // user ID of the player
}
"reset_player_controls" // used for demos
{
}
"jointeam_failed"
{
"userid" "short"
"reason" "byte" // 0 = team_full
}
"teamchange_pending"
{
"userid" "short"
"toteam" "byte"
}
"material_default_complete"
{
}
}