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ExtendedEvents - Version 4

posted on 2007-11-02 17:40:58
Led by SuperDave
Collaborators: EmbouT ojii



Description

Allows easy creation of custom events. Requires only ES 2.0.0.248c+

The player_ping event has been fixed since this release. See the bottom of this page for the fixed version.

Options:
ES:
    // ExtendedEvents release 4 options
    // ./addons/eventscripts/extendedevents/extendedevents.cfg
    // <!-- m --><a class="postlink" href="http://addons.eventscripts.com/addons/view/extendedevents">http://addons.eventscripts.com/addons/v ... ndedevents</a><!-- m -->
     
    // Load this addon with: es_load extendedevents
     
     
    // ***** Tick option *****
     
    // Number of ticks between ExtendedEvents updates
       extendedevents_tickstoupdate 16
    // Lower numbers mean higher event accuracy but more CPU usage--1 minimum.
     
     
    // ***** Event options *****
     
    // Use the following server command to load individual extended events:
     
    // extendedevents_load -"name"-
     
     
    // Place your extendedevents_load commands below:
     
     
    // Uncomment the following extendedevents_load commands as desired:
     
     
    //  extendedevents_load addon_action
     
    // addon_action
    // - Fires when an addon is loaded, unloaded, enabled, or disabled
    // NOTE: addon_action does not fire for addons that are reloaded (es_reload)
    //    event_var(name)            - Name of the addon performing the action
    //    event_var(action)          - Action performed ("LOAD", "UNLOAD", "ENABLE", "DISABLE")
    //    event_var(type)            - Type of addon performing the action ("TXT", "PY")
     
     
    // extendedevents_load player_capturearea // DoDS only
     
    // player_capturearea
    // - Fires when a player enters or exits a capture area
    // Special thanks to Ojii for this event!
    //    event_var(userid)          - Userid of the player who entered a capture area
    //    event_var(action)          - Action performed ("ENTER", "EXIT")
    //    event_var(entityindex)     - Entity index of capture area entered (0 if area exited)
     
    // dod_flag_captured
    // - Fires when a flag is captured
    // Special thanks to EmbouT for this event!
    //    event_var(cp)              - Valve-assigned control point index
    //    event_var(cpname)          - Control point name
    //    event_var(cappers)         - String of players who captured the flag separated with a comma
    //    event_var(bomb)            - 1 if bomb exploded else 0
     
     
    // extendedevents_load player_dod // DoDS only
     
    // player_mgdeploy
    // - Fires when a player deploys or retracts his or her MG
    //    event_var(userid)          - Userid of the player who deployed or retracted the MG
    //    event_var(state)           - State of MG ("DEPLOY", "RETRACT")
     
    // player_prone
    // - Fires when a player goes prone or stands from being prone
    //    event_var(userid)          - Userid of the player who change prone status
    //    event_var(state)           - Prone status ("ENTER", "EXIT")
     
    // player_sprint
    // - Fires when a player starts or stops sprinting
    //    event_var(userid)          - Userid of the player who started or stopped sprinting
    //    event_var(state)           - State of player sprint ("START", "STOP")
     
    // player_stamina
    // - Fires when a player's stamina changes
    //    event_var(userid)          - Userid of the player whose stamina changed
    //    event_var(newvalue)        - New stamina value
    //    event_var(oldvalue)        - Old stamina value
    //    event_var(change)          - Change in stamina value
     
    // player_stun
    // - Fires when a player's stunned alpha or duration changes
    //    event_var(userid)          - Userid of player whose stunned alpha or duration changed.
    //    event_var(duration)        - Duration of stun
    //    event_var(alpha)           - Alpha value of stun
     
    // player_unstun
    // - Fires when a player's stunned duration expires or stunned alpha or duration is reset to 0
    //    event_var(userid)          - Userid of the player who is no longer stunned
     
     
    // extendedevents_load player_drop
     
    // player_activeweapon
    // - Fires when a player changes active (equipped) weapons
    //    event_var(userid)          - Userid of the player who changed weapons
    //    event_var(weapon)          - Weapon the player changed to
    //    event_var(old_weapon)      - Weapon the player changed from
     
    // player_drop
    // - Fires when a player uses the drop command to drop a weapon
    //    event_var(userid)          - Userid of the player who used the drop command
    //    event_var(weapon)          - Weapon the player dropped
    //    event_var(index)           - Index of the weapon the player dropped
     
     
    // extendedevents_load player_duck
     
    // player_duck
    // - Fires when a player ducks
    //    event_var(userid)          - Userid of the player who ducked
     
    // player_unduck
    // - Fires when a player stands up after ducking
    //    event_var(userid)          - Userid of the player who stopped ducking
     
     
    // extendedevents_load player_flag
     
    // map_end
    // - Fires when the map ends
    // NONE: This event only fires when at least one player is connected to the server
    // No event variables accompany this event.
     
    // player_air
    // - Fires when a player is in the air (from jumping, falling, etc.)
    //    event_var(userid)          - Userid of the player who is in the air
     
    // player_flag
    // - Fires when a player's flag changes
    //    event_var(userid)          - Userid of the player who changed flags
    //    event_var(flag)            - Flag number (0 to 31--see below)
    //    event_var(state)           - State of the flag ("ON", "OFF")
     
    // player_land
    // - Fires when a player lands on the ground after being in the air (jumping, falling, etc.)
    //    event_var(userid)          - Userid of the player who landed on the ground
     
     
    // extendedevents_load player_flashed // CSS only
     
    // player_flashed
    // - Fires when a player's flash alpha or duration changes
    //    event_var(userid)          - Userid of the player who was blinded
    //    event_var(attacker)        - Userid of the player who flashbanged the blind player (if applicable)
    //    event_var(alpha)           - Alpha intensity of flash
    //    event_var(duration)        - Duration of flash
     
    // player_unflashed
    // - Fires when a player's flash delay expires or the flash alpha or duration is set to 0
    // NOTE: This assumes host_timescale is 1
    //    event_var(userid)          - Userid of the player who is no longer blinded
     
     
    // extendedevents_load player_health
     
    // player_health
    // - Fires when a player's health changes
    //    event_var(userid)          - Userid of the player who changed health
    //    event_var(old_health)      - Old amount of health
    //    event_var(change_health)   - Amount of health the player received (negative for health taken)
     
     
    // extendedevents_load player_jump // DoDS only
     
    // player_jump
    // Thanks to EmbouT for submitting this event!
    // - Fires when a player jumps
    //    event_var(userid)          - Userid of the player who jumped
     
     
    // extendedevents_load player_money // CSS only
     
    // player_money
    // - Fires when a player's money changes
    //    event_var(userid)          - Userid of the player who changed money
    //    event_var(amount)          - Amount of money the player now has
    //    event_var(old_amount)      - Old amount of money
    //    event_var(change_amount)   - Amount of money the player received (negative for money taken)
     
    // weapon_purchase
    // - Fires when a player purchases a weapon
    //    event_var(userid)          - Userid of the player who purchased a weapon
    //    event_var(weapon)          - Weapon purchased (omitting "weapon_" prefix)
    //    event_var(cost)            - Cost of weapon
    //    event_var(index)           - Index of weapon
     
     
    // extendedevents_load player_move
     
    // player_move
    // - Fires when a player moves on the x-, y-, or z-axis
    //    event_var(userid)          - Userid of the player who moved
    //    event_var(x)               - Distance the player moved on the x-axis
    //    event_var(y)               - Distance the player moved on the y-axis
    //    event_var(z)               - Distance the player moved on the z-axis
     
     
    // extendedevents_load player_nightvision // CSS only
     
    // player_nightvision
    // - Fires when a player toggles his or her night vision goggles
    //    event_var(userid)          - Userid of the player who toggled his or her night vision
    //    event_var(state)           - State of the player's night vision ("ON", "OFF")
     
     
    // extendedevents_load player_ping // CSS, DoDS, HL2DM, TF2 only
     
    // player_ping
    // - Fires when a player's ping changes
    //    event_var(userid)          - Userid of the player whose ping changed
    //    event_var(ping)            - New ping of player
     
     
    // extendedevents_load player_water
     
    // player_water
    // - Fires when a player's water state changes
    //    event_var(userid)          - Userid of the player whose water state changed
    //    event_var(state)           - 0 = not in the water, 1 = water below the waist, 2 = water above waist and head above water, 3 = under water
     
     
    // extendedevents_load player_zone // CSS only
     
    // player_bombzone
    // - Fires when a player enters or exits a bomb zone
    //    event_var(userid)          - Userid of the player who entered or exited a bomb zone
    //    event_var(action)          - Action performed ("ENTER", "EXIT")
    //    event_var(site)            - Bombsite entered or exited ("A", "B", "UNKNOWN")
     
    // player_buyzone
    // - Fires when a player enters or exits a buy zone
    //    event_var(userid)          - Userid of the player who entered or exited a buy zone
    //    event_var(action)          - Action performed ("ENTER", "EXIT")
     
    // player_rescuezone
    // - Fires when a player enters or exits a hostage rescue zone
    //    event_var(userid)          - Userid of the player who entered or exited a rescue zone
    //    event_var(action)          - Action performed ("ENTER", "EXIT")
     
     
    // If you want to create custom events an example event can be found at:
    // ./addons/eventscripts/extendedevents/events/example_event.py
     
     
    // Each event also provides event_var(es_steamid), event_var(es_username), and all the other event_vars that accompany
    // event_var(userid). More information can be found here: <!-- m --><a class="postlink" href="http://www.eventscripts.com/pages/Extended_event_variables">http://www.eventscripts.com/pages/Exten ... _variables</a><!-- m -->
     
     
    // Individual extended events can be unloaded with the following server command:
     
    // extendedevents_unload -"name"-
     
    // Due to the fact events can be added and removed above, this command will not be used by most users
     
     
    // ***** Tick usage information *****
     
    // Most ExtendedEvents events work by monitoring certain information such as player or entity properties. That information is
    // updated every few gameframes ("ticks") as dictated by the extendedevents_tickstoupdate variable. ExtendedEvents attempts to
    // ease the burden updating places on the server by staggering event updates.
     
    // A full output of tick usage can be obtained with the following server command:
     
    // extendedevents_tickusage [count=1000]
     
    // NOTE: This command requires players to be connected to the server for accurate usage information. However, while usage information
    // is being compiled the server will be unresponsive likely resulting in connected players being dropped. When possible it is
    // recommended to use this command when only bots are connected to the server.
     
    // Usage information is compiled by timing the execution of event updates. The "count" parameter (optional) dictates how many times
    // each event will be updated for timing purposes. Higher count numbers mean more accuracy but more time required to determine
    // tick usage. The default value is 1000.
     
    // When reading the tick usage output higher numbers mean more server burden.
     
     
    // ***** Flag values *****
     
    // Below are the flag numbers and the corresponding flags for player_flag:
    // NOTE: Some flags do not apply to players
     
    //  0 -- FL_ONGROUND
    //  1 -- FL_DUCKING
    //  2 -- FL_WATERJUMP
    //  3 -- FL_ONTRAIN
    //  4 -- FL_INRAIN
    //  5 -- FL_FROZEN
    //  6 -- FL_ATCONTROLS
    //  7 -- FL_CLIENT
    //  8 -- FL_FAKECLIENT
    //  9 -- FL_INWATER
    // 10 -- FL_FLY
    // 11 -- FL_SWIM
    // 12 -- FL_CONVEYOR
    // 13 -- FL_NPC
    // 14 -- FL_GODMODE
    // 15 -- FL_NOTARGET
    // 16 -- FL_AIMTARGET
    // 17 -- FL_PARTIALGROUND
    // 18 -- FL_STATICPROP
    // 19 -- FL_GRAPHED
    // 20 -- FL_GRENADE
    // 21 -- FL_STEPMOVEMENT
    // 22 -- FL_DONTTOUCH
    // 23 -- FL_BASEVELOCITY
    // 24 -- FL_WORLDBRUSH
    // 25 -- FL_OBJECT
    // 26 -- FL_KILLME
    // 27 -- FL_ONFIRE
    // 28 -- FL_DISSOLVING
    // 29 -- FL_TRANSRAGDOLL
    // 30 -- FL_UNBLOCKABLE_BY_PLAYER

Events fixed since release:Custom events:
  • dod_item_pickup (DoD:S only)
    *item_pickup - Fires when a player picks up an item (new entity)
    *tnt_pickup - Fired when a player picks up tnt
  • dod_grenade_detonate (DoD:S only)
    *dod_grenade_detonate - Fires when a grenade detonades
  • player_skin
    *player_skin - Fires when a player changes skin (model)
  • player_swin
    *player_swim - Fires when the player is swimming
Related event addons:Please see the forum link below if you have questions or comments.

Installation

Install with:
ES:
    es_install extendedevents
Load once for extendedevents.cfg to appear:
ES:
    es_load extendedevents
Configure your options in extendedevents.cfg and then reload the addon.

Version Notes For 4

Updated on: 2008-08-25 21:43:40 EST by SuperDave (View Zip Contents)
- Updated so administrators can customize which events are loaded to control server burden.
- Updated to allow custom events.

( Previous Versions )