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ExtendedEvents - Version 4

posted on 2007-11-02 17:40:58
by SuperDave
44
w00ts
w00t!
Requires: Tags: addon css custom event dods event hl2dm script helper script-helper TF2

Description

Allows easy creation of custom events. Requires only ES 2.0.248c+

Options:
// ExtendedEvents release 4 options
// ./addons/eventscripts/extendedevents/extendedevents.cfg
// http://addons.eventscripts.com/addons/view/extendedevents
 
// 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 water state 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: http://www.eventscripts.com/pages/Extended_event_variables
 
 
// 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


Please see the forum link below if you have questions or comments.

Installation

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

Version Notes For 4 (Announce this update)

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