| // 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 |