[Update] Left 4 dead 2 events | l4d2 – Pickpeup

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player_death

Note: a game event, name may be 32 charaters long; this extents the original player_death by a new fields

Name:

player_death

Structure:

short

userid

user ID who died

long

entityid

entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this.

short

attacker

user ID who killed

string

attackername

What type of zombie, so we don’t have zombie names

long

attackerentid

if killer not a player, the entindex of who killed. Again, use attacker first

string

weapon

weapon name killer used

bool

headshot

signals a headshot

bool

attackerisbot

is the attacker a bot

string

victimname

What type of zombie, so we don’t have zombie names

bool

victimisbot

is the victim a bot

bool

abort

did the victim abort

long

type

damage type

float

victim_x

float

victim_y

float

victim_z

player_hurt

Note: Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected

Name:

player_hurt

Structure:

1

local

Not networked

short

userid

user ID who was hurt

short

attacker

user id who attacked

long

attackerentid

entity id who attacked, if attacker not a player, and userid therefore invalid

short

health

remaining health points

byte

armor

remaining armor points

string

weapon

weapon name attacker used, if not the world

short

dmg_health

damage done to health

byte

dmg_armor

damage done to armor

byte

hitgroup

hitgroup that was damaged

long

type

damage type

player_team

Note: player change his team

Name:

player_team

Structure:

short

userid

user ID on server

byte

team

team id

byte

oldteam

old team id

bool

disconnect

team change because player disconnects

string

name

bool

isbot

player_bot_replace

Note: Bot replaced a player

Name:

player_bot_replace

Structure:

short

player

user ID of the player

short

bot

user ID of the bot

bot_player_replace

Note: Player replaced a bot

Name:

bot_player_replace

Structure:

short

bot

user ID of the bot

short

player

user ID of the player

player_afk

Note:

Name:

player_afk

Structure:

short

player

user ID of the player

weapon_fire

Note:

Name:

weapon_fire

Structure:

1

local

don’t network this, its way too spammy

short

userid

string

weapon

used weapon name

short

weaponid

used weapon ID

short

count

number of bullets

weapon_fire_on_empty

Note:

Name:

weapon_fire_on_empty

Structure:

1

local

don’t network this, its way too spammy

short

userid

string

weapon

weapon name used

short

count

number of bullets

weapon_reload

Note:

Name:

weapon_reload

Structure:

short

userid

bool

manual

player manually started the reload

weapon_zoom

Note:

Name:

weapon_zoom

Structure:

short

userid

ability_use

Note:
Called: When an infected uses their ability
Issues: Doesn't fire for jockey

Name:

ability_use

Structure:

short

userid

string

ability

Classname of ability. Possible values:

  • ability_tongue
  • ability_vomit
  • ability_lunge
  • ability_spit
  • ability_charge
  • ability_throw

for the Smoker, Boomer, Hunter, Spitter, Charger and Tank respectively.

short

context

enum of the way it was used (different for each ability)

ammo_pickup

Note:

Name:

ammo_pickup

Structure:

short

userid

The player who got some ammo from a weapon_ammo_spawner

item_pickup

Note:

Name:

item_pickup

Structure:

short

userid

string

item

either a weapon such as ‘tmp’ or ‘hegrenade’, or an item such as ‘nvgs’

grenade_bounce

Note:

Name:

grenade_bounce

Structure:

short

userid

hegrenade_detonate

Note:

Name:

hegrenade_detonate

Structure:

short

userid

bullet_impact

Note:

Name:

bullet_impact

Structure:

short

userid

float

x

float

y

float

z

Note:

Name:

player_footstep

Structure:

short

userid

player_jump

Note:

Name:

player_jump

Structure:

short

userid

player_blind

Note:

Name:

player_blind

Structure:

short

userid

player_falldamage

Note:

Name:

player_falldamage

Structure:

short

userid

Who got hurt

float

damage

for how much

short

causer

Who caused them to do so (if anyone)

player_ledge_grab

Note:

Name:

player_ledge_grab

Structure:

short

userid

Who grabbed the ledge

short

causer

Who caused them to do so (if anyone)

player_ledge_release

Note:

Name:

player_ledge_release

Structure:

short

userid

person who released from the ledge

door_moving

Note:

Name:

door_moving

Structure:

long

entindex

short

userid

door_open

Note:

Name:

door_open

Structure:

short

userid

Who opened the door

bool

checkpoint

Is the door a checkpoint door

bool

closed

Was the door closed when it started opening?

door_close

Note:

Name:

door_close

Structure:

short

userid

Who closed the door

bool

checkpoint

Is the door a checkpoint door

door_unlocked

Note:

Name:

door_unlocked

Structure:

short

userid

Who opened the door

bool

checkpoint

Is the door a checkpoint door

rescue_door_open

Note:

Name:

rescue_door_open

Structure:

short

userid

Who opened the door

long

entindex

door that opened

waiting_checkpoint_door_used

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name:

waiting_checkpoint_door_used

Structure:

short

userid

player who tried to open it

long

entindex

door that was used

waiting_door_used_versus

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name:

waiting_door_used_versus

Structure:

short

userid

player who tried to open it

long

entindex

door that was used

waiting_checkpoint_button_used

Note: Someone tried to push a button that's locked until everyone is gathered

Name:

waiting_checkpoint_button_used

Structure:

short

userid

player who tried to open it

success_checkpoint_button_used

Note: Someone pushed a button that's locked until everyone is gathered

Name:

success_checkpoint_button_used

Structure:

short

userid

player who openned it

round_freeze_end

Note:

Name:

round_freeze_end

Structure:

None

None

round_start_pre_entity

Note:

Name:

round_start_pre_entity

Structure:

None

None

round_start_post_nav

Note:

Name:

round_start_post_nav

Structure:

None

None

Note:

Name:

nav_blocked

Structure:

long

area

bool

blocked

Note:

Name:

nav_generate

Structure:

None

None

round_end_message

Note:

Name:

round_end_message

Structure:

byte

winner

winner team/user i

byte

reason

reson why team won

string

message

end round message

round_end

Note:

Name:

round_end

Structure:

byte

winner

winner team/user i

byte

reason

reson why team won

string

message

end round message

float

time

vote_ended

Note:

Name:

vote_ended

Structure:

None

None

vote_started

Note:

Name:

vote_started

Structure:

string

issue

string

param1

string

votedata

byte

team

long

initiator

entity id of the player who initiated the vote

1

reliable

this event is reliable

vote_changed

Note:

Name:

vote_changed

Structure:

byte

yesVotes

byte

noVotes

byte

potentialVotes

vote_passed

Note:

Name:

vote_passed

Structure:

string

details

string

param1

byte

team

1

reliable

this event is reliable

vote_failed

Note:

Name:

vote_failed

Structure:

byte

team

1

reliable

this event is reliable

vote_cast_yes

Note:

Name:

vote_cast_yes

Structure:

byte

team

long

entityid

entity id of the voter

vote_cast_no

Note:

Name:

vote_cast_no

Structure:

byte

team

long

entityid

entity id of the voter

infected_hurt

Note: Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes

Name:

infected_hurt

Structure:

1

local

don’t network this, its way too spammy

short

attacker

player userid who attacked

long

entityid

entity id of infected

byte

hitgroup

hitgroup that was damaged

short

amount

how much damage was done

long

type

damage type

infected_death

Note:

Name:

infected_death

Structure:

short

attacker

user ID who killed

short

infected_id

ID of the infected that died

short

gender

gender (type) of the infected

short

weapon_id

ID of the weapon used

bool

headshot

signals a headshot

bool

minigun

signals a minigun kill

bool

blast

signals a death from blast damage

bool

submerged

indicates the infected was submerged

hostname_changed

Note:

Name:

hostname_changed

Structure:

string

hostname

difficulty_changed

Note:

Name:

difficulty_changed

Structure:

short

newDifficulty

short

oldDifficulty

finale_start

Note:

Name:

finale_start

Structure:

short

rushes

finale_rush

Note:

Name:

finale_rush

Structure:

None

None

finale_escape_start

Note:

Name:

finale_escape_start

Structure:

None

None

finale_vehicle_incoming

Note:

Name:

finale_vehicle_incoming

Structure:

string

campaign

finale_vehicle_ready

Note:

Name:

finale_vehicle_ready

Structure:

string

campaign

finale_vehicle_leaving

Note:

Name:

finale_vehicle_leaving

Structure:

short

survivorcount

number of survivors that made it out

finale_win

Note:

Name:

finale_win

Structure:

string

map_name

short

difficulty

mission_lost

Note: As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.

Name:

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mission_lost

Structure:

None

None

finale_radio_start

Note:

Name:

finale_radio_start

Structure:

short

health

finale_radio_damaged

Note:

Name:

finale_radio_damaged

Structure:

short

health

final_reportscreen

Note: Right before the final report screen comes up, let awards possibly fire

Name:

final_reportscreen

Structure:

None

None

map_transition

Note: When campaign cinematics start

Name:

map_transition

Structure:

None

None

player_transitioned

Note: When campaign cinematics end and player is transitioned to first person view

Name:

player_transitioned

Structure:

short

userid

the person that just finished transitioning

heal_begin

Note:

Name:

heal_begin

Structure:

short

userid

person doing the healing

short

subject

person being healed

heal_success

Note:

Name:

heal_success

Structure:

short

userid

person doing the healing

short

subject

person being healed

short

health_restored

amount of health restored

heal_end

Note:
Issues: subject is broken for this event, it always appears to be the player doing the healing

Name:

heal_end

Structure:

short

userid

person doing the healing

short

subject

person being healed

heal_interrupted

Note:

Name:

heal_interrupted

Structure:

short

userid

person who was being healed, but moved.

short

subject

person being healed

ammo_pack_used

Note:

Name:

ammo_pack_used

Structure:

short

userid

person giving the ammo

short

subject

person receiving ammo

give_weapon

Note:

Name:

give_weapon

Structure:

short

userid

The giver of the weapon

short

recipient

The recipient of the weapon

short

weapon

The ID of the weapon given

pills_used

Note:

Name:

pills_used

Structure:

short

userid

person who had the pills

short

subject

person swallowing the pills

pills_used_fail

Note:

Name:

pills_used_fail

Structure:

short

userid

person who tried to use the pills

ammo_pack_used_fail_no_weapon

Note:

Name:

ammo_pack_used_fail_no_weapon

Structure:

short

userid

person who tried to use the ammo pack

short

subject

person it failed to help

ammo_pack_used_fail_full

Note:

Name:

ammo_pack_used_fail_full

Structure:

short

userid

person who tried to use the ammo pack

short

subject

person it failed to help

ammo_pack_used_fail_doesnt_use_ammo

Note:

Name:

ammo_pack_used_fail_doesnt_use_ammo

Structure:

short

userid

person who tried to use the ammo pack

short

subject

person it failed to help

ammo_pile_weapon_cant_use_ammo

Note:

Name:

ammo_pile_weapon_cant_use_ammo

Structure:

short

userid

person who tried to use an ammo pile with a grenade launcher

defibrillator_begin

Note:

Name:

defibrillator_begin

Structure:

short

userid

person who is defibrillating.

short

subject

person being revived

defibrillator_used

Note:

Name:

defibrillator_used

Structure:

short

userid

person who used the defibrillator

short

subject

person it helped

defibrillator_used_fail

Note:

Name:

defibrillator_used_fail

Structure:

short

userid

person who tried to use the defibrillator

short

subject

person it failed to help

defibrillator_interrupted

Note:

Name:

defibrillator_interrupted

Structure:

short

userid

person who was defibrillating, but moved.

short

subject

person being revived

upgrade_pack_begin

Note:

Name:

upgrade_pack_begin

Structure:

short

userid

person who is deploying the pack

upgrade_pack_used

Note:

Name:

upgrade_pack_used

Structure:

short

upgradeid

short

userid

person who is deploying the pack

upgrade_item_already_used

Note:

Name:

upgrade_item_already_used

Structure:

short

userid

person who tried to use an ammo upgrade twice

string

upgradeclass

classname of the upgrade we tried to use

upgrade_failed_no_primary

Note:

Name:

upgrade_failed_no_primary

Structure:

short

userid

person who tried to use an upgrade without having a primary weapon

string

upgrade

name of the upgrade we tried to use, eg “INCENDIARY_AMMO”

dead_survivor_visible

Note:

Name:

dead_survivor_visible

Structure:

short

userid

The player who sees the entity

long

subject

Entindex of the entity they see

short

deadplayer

user id of the dead player represented

adrenaline_used

Note:

Name:

adrenaline_used

Structure:

short

userid

person who had and used the adrenaline

revive_begin

Note:

Name:

revive_begin

Structure:

short

userid

person doing the reviving

short

subject

person being revived

revive_success

Note:

Name:

revive_success

Structure:

short

userid

person doing the reviving

short

subject

person who was revived

bool

lastlife

person revived will die if they fall again

bool

ledge_hang

1 if person revived was ledge hanging

revive_end

Note:

Name:

revive_end

Structure:

short

userid

person doing the reviving

short

subject

person being revived

bool

ledge_hang

person is ledge hanging

drag_begin

Note:

Name:

drag_begin

Structure:

short

userid

person doing the dragging

short

subject

person being dragged

drag_end

Note:

Name:

drag_end

Structure:

short

userid

person doing the dragging

short

subject

person being dragged

player_incapacitated

Note: when a player becomes incapacitated. This is also called when a tank is killed.

Name:

player_incapacitated

Structure:

short

userid

person who became incapacitated

short

attacker

user ID who made us incapacitated

long

attackerentid

if attacker not player, entindex of who made us incapacitated

string

weapon

weapon name attacker used

long

type

damage type

player_incapacitated_start

Note: when a player is about to become incapacitated, so you can see his last living state

Name:

player_incapacitated_start

Structure:

short

userid

person who became incapacitated

short

attacker

user ID who made us incapacitated

long

attackerentid

if attacker not player, entindex of who made us incapacitated

string

weapon

weapon name attacker used

long

type

damage type

player_entered_start_area

Note: when a player spawns into the player start area

Name:

player_entered_start_area

Structure:

short

userid

person who entered

player_first_spawn

Note: when a player spawns for the first time in a given mission

Name:

player_first_spawn

Structure:

short

userid

person who spawned

string

map_name

bool

isbot

Note: This Event doesnt exist anymore 1.10.2012

player_left_start_area

Note: when a player leaves the player start area

Name:

player_left_start_area

Structure:

short

userid

person who left

player_entered_checkpoint

Note: when a basecombatcharacter enters a checkpoint area

Name:

player_entered_checkpoint

Structure:

short

userid

player who entered

long

entityid

If not a player, the entity index of the one entering

long

door

Entindex of the checkpoint door the player entered to get here.

long

area

string

doorname

name of the entity they see

player_left_checkpoint

Note: when a player leaves a checkpoint area

Name:

player_left_checkpoint

Structure:

short

userid

player who left

long

entityid

If not a player, the entity index of the one exiting

long

area

player_shoved

Note:

Name:

player_shoved

Structure:

short

userid

player index who was shoved

short

attacker

player index who attacked them

entity_shoved

Note:

Name:

entity_shoved

Structure:

short

entityid

the entity index of the one who was shoved

short

attacker

player index who attacked them

player_jump_apex

Note:

Name:

player_jump_apex

Structure:

short

userid

player who jumped

player_blocked

Note:

Name:

player_blocked

Structure:

short

userid

player index who was trying to move

short

blocker

player index who kept them from moving

player_now_it

Note:

Name:

player_now_it

Structure:

short

userid

Player who is now it

short

attacker

player that did the it-ing

bool

exploded

whether it was vomit or explosion

bool

infected

is the vomit infectious

bool

by_boomer

came from a boomer

player_no_longer_it

Note:

Name:

player_no_longer_it

Structure:

short

userid

Player who is now no longer it

witch_harasser_set

Note:

Name:

witch_harasser_set

Structure:

short

userid

Player who woke up the witch

long

witchid

Entindex of witch woken up

bool

first

First time the witch set a harasser

witch_spawn

Note:

Name:

witch_spawn

Structure:

long

witchid

Entindex of witch spawning right now.

witch_killed

Note:

Name:

witch_killed

Structure:

short

userid

Player who killed the witch

long

witchid

Entindex of witch that was killed.

bool

oneshot

TRUE if the Witch was killed with one shot

tank_spawn

Note:

Name:

tank_spawn

Structure:

short

userid

User ID of the tank spawning now

long

tankid

Entindex of tank spawning right now.

melee_kill

Note:

Name:

melee_kill

Structure:

short

userid

Player who bashed the infected

long

entityid

Entindex of infected what got killed

bool

ambush

Infected was unaware when killed

area_cleared

Note:

Name:

area_cleared

Structure:

short

userid

person who cleared the area

long

area

id of the cleared area

award_earned

Note:

Name:

award_earned

Structure:

short

userid

player who earned the award

long

entityid

client likes ent id

long

subjectentid

entity id of other party in the award, if any

short

award

id of award earned

tongue_grab

Note:

Name:

tongue_grab

Structure:

short

userid

player who did the grabbing

short

victim

player that got grabbed

tongue_broke_bent

Note:

Name:

tongue_broke_bent

Structure:

short

userid

Tongue owner

tongue_broke_victim_died

Note:

Name:

tongue_broke_victim_died

Structure:

short

userid

Tongue owner

tongue_release

Note: Fired in all cases where the tongue releases a victim, whether choked or not, etc.

Name:

tongue_release

Structure:

short

userid

The tongue owner

short

victim

The (now released) victim

long

distance

Distance the victim was dragged.

choke_start

Note:

Name:

choke_start

Structure:

short

userid

The choker

short

victim

The person being choked

choke_end

Note:

Name:

choke_end

Structure:

short

userid

The choker

short

victim

The person being choked

choke_stopped

Note:

Name:

choke_stopped

Structure:

short

userid

Who stopped it

short

victim

And who was being choked

short

smoker

The tongue owner

short

release_type

How did it break?

tongue_pull_stopped

Note: Called when a smoker tongue is cleared on a dragging player. Includes cuts.

Name:

tongue_pull_stopped

Structure:

short

userid

Who stopped it

short

victim

And who was being pulled

short

smoker

The tongue owner

short

release_type

How did it break?

lunge_shove

Note:

Name:

lunge_shove

Structure:

short

userid

player who did the lunging

short

victim

player that got lunged

lunge_pounce

Note:

Name:

lunge_pounce

Structure:

short

userid

player who did the lunging

short

victim

player that got lunged

long

distance

Distance from pounce start to contact

pounce_end

Note:

Name:

pounce_end

Structure:

short

userid

Who stopped it

short

victim

And who was being pounced

pounce_stopped

Note:

Name:

pounce_stopped

Structure:

short

userid

Who stopped it

short

victim

And who was being pounced

fatal_vomit

Note:

Name:

fatal_vomit

Structure:

short

userid

Who vomited

short

victim

And who was killed or incapped

survivor_call_for_help

Note:

Name:

survivor_call_for_help

Structure:

short

userid

The actual player entity who is awaiting rescue.

long

subject

SurvivorRescue entity representing the player who needs to be rescued from the closet (used for position)

survivor_rescued

Note:

Name:

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survivor_rescued

Structure:

short

rescuer

player that did the rescuing

short

victim

the survivor being rescued

survivor_rescue_abandoned

Note:

Name:

survivor_rescue_abandoned

Structure:

None

None

relocated

Note:

Name:

relocated

Structure:

short

userid

player who was relocated

respawning

Note:

Name:

respawning

Structure:

short

userid

player who started respawning

tank_frustrated

Note:

Name:

tank_frustrated

Structure:

short

userid

player who was culled

weapon_given

Note:

Name:

weapon_given

Structure:

short

userid

player who got the weapon

short

giver

player that did the giving

short

weapon

weapon id given

short

weaponentid

weapon entity id

weapon_drop

Note:
Called: When an item is removed from a survivor's inventory
Related Events: Called before heal_success, defibrillator_used, upgrade_pack_used, but called after pills_used and adrenaline_used

Name:

weapon_drop

Structure:

short

userid

player who dropped the weapon

string

item

either a weapon such as ‘tmp’ or ‘hegrenade’, or an item such as ‘nvgs’

short

propid

entindex of the dropped weapon

break_breakable

Note: Override from gameevents.res

Name:

break_breakable

Structure:

short

userid

userid of breaker

long

entindex

entindex of thing breaking

byte

material

BREAK_GLASS, BREAK_WOOD, etc

bool

hulkonly

SF_BREAK_HULK_ONLY

achievement_earned

Note:

Name:

achievement_earned

Structure:

byte

player

entindex of the player

short

achievement

achievement ID

Note:

Name:

spec_target_updated

Structure:

None

None

spawner_give_item

Note: A spawner has given a player an item (weapon, pills, ammo, health kit, etc)

Name:

spawner_give_item

Structure:

short

userid

Item recipient

string

item

Name of item given

long

spawner

entindex of the spawner entity

create_panic_event

Note: A panic event has been created, though not necessarily started

Name:

create_panic_event

Structure:

short

userid

player who was started the panic

explain_pills

Note:

Name:

explain_pills

Structure:

long

subject

The weapon_pain_pills spawner that will be indicated

explain_weapons

Note:

Name:

explain_weapons

Structure:

long

subject

The weapon_pain_pills spawner that will be indicated

entity_visible

Note:

Name:

entity_visible

Structure:

short

userid

The player who sees the entity

long

subject

Entindex of the entity they see

string

classname

Classname of the entity they see

string

entityname

name of the entity they see

weapon_spawn_visible

Note:

Name:

weapon_spawn_visible

Structure:

short

userid

The player who sees the entity

long

subject

Entindex of the entity they see

string

weaponname

weapon name, or “melee”

string

subtype

melee weapon name

boomer_near

Note:

Name:

boomer_near

Structure:

short

userid

The boomer

short

victim

The survivor whom the boomer has gotten very close to

explain_pre_radio

Note: explain the rescue radio will remind you to ready for the finale

Name:

explain_pre_radio

Structure:

short

userid

long

subject

started_pre_radio

Note: explain the rescue radio will remind you to ready for the finale

Name:

started_pre_radio

Structure:

short

userid

long

subject

explain_radio

Note: explain the rescue radio will start the finale

Name:

explain_radio

Structure:

short

userid

long

subject

explain_gas_truck

Note: explain how pulling the lever on the gas truck will start the finale

Name:

explain_gas_truck

Structure:

short

userid

long

subject

The lever

explain_panic_button

Note: explain that pressing this button will start a panic event.

Name:

explain_panic_button

Structure:

short

userid

long

subject

The panic button

explain_elevator_button

Note: explain how to operate the hospital elevator button.

Name:

explain_elevator_button

Structure:

short

userid

long

subject

The button

explain_lift_button

Note: explain how to operate the lift button.

Name:

explain_lift_button

Structure:

short

userid

long

subject

The lift button

explain_church_door

Note: explain how to provoke the crazy church guy.

Name:

explain_church_door

Structure:

short

userid

long

subject

The saferoom door

explain_emergency_door

Note: explain how to open the emergency door.

Name:

explain_emergency_door

Structure:

short

userid

long

subject

The door

explain_crane

Note: explain how to lower the box on the crane.

Name:

explain_crane

Structure:

short

userid

long

subject

The lever/button

explain_bridge

Note: explain how to close the gates to make a bridge.

Name:

explain_bridge

Structure:

short

userid

long

subject

The button

explain_gas_can_panic

Note: explain how to shoot the gas can.

Name:

explain_gas_can_panic

Structure:

short

userid

long

subject

The gas can

explain_van_panic

Note: explain how to start the van.

Name:

explain_van_panic

Structure:

short

userid

long

subject

The van

explain_mainstreet

Note: explain how to lower the forklift

Name:

explain_mainstreet

Structure:

short

userid

long

subject

The forklift

explain_train_lever

Note: explain how to operate the train lever.

Name:

explain_train_lever

Structure:

short

userid

long

subject

The lever on box car

explain_disturbance

Note: explain that disturbances (car alarm) attract infected horde

Name:

explain_disturbance

Structure:

short

userid

long

subject

The source of disturbance

explain_scavenge_goal

Note: explain where to put the scavenge mode items

Name:

explain_scavenge_goal

Structure:

short

userid

long

subject

The collection device

explain_scavenge_leave_area

Note: explain that leaving the area, starts round

Name:

explain_scavenge_leave_area

Structure:

short

userid

long

subject

The entity

begin_scavenge_overtime

Note: enter overtime in a scavenge round

Name:

begin_scavenge_overtime

Structure:

scavenge_round_start

Note: a scavenge round has begun

Name:

scavenge_round_start

Structure:

byte

round

round number, 1 based

bool

firsthalf

start of the first half of the round

scavenge_round_halftime

Note: a scavenge round is in halftime

Name:

scavenge_round_halftime

Structure:

scavenge_round_finished

Note: a scavenge round has ended

Name:

scavenge_round_finished

Structure:

scavenge_score_tied

Note: a team just tied the score

Name:

scavenge_score_tied

Structure:

versus_round_start

Note: a versus round has begun

Name:

versus_round_start

Structure:

gascan_pour_blocked

Note: can't pour the gas, someone else already is

Name:

gascan_pour_blocked

Structure:

short

userid

gascan_pour_completed

Note: player finished pouring a can

Name:

gascan_pour_completed

Structure:

short

userid

gascan_dropped

Note:

Name:

gascan_dropped

Structure:

short

userid

gascan_pour_interrupted

Note: we got interuppted pouring the gas can

Name:

gascan_pour_interrupted

Structure:

short

userid

person who interuppted us

scavenge_match_finished

Note:

Name:

scavenge_match_finished

Structure:

byte

winners

winner team

versus_match_finished

Note:

Name:

versus_match_finished

Structure:

byte

winners

winner team

use_target

Note: a new use target has been found

Name:

use_target

Structure:

long

targetid

Entindex of the use target

string

classname

classname of the use target

bool

isprop

is this a prop that can be carried

player_use

Note: a new use target has been found
Called: When a Survivor presses +USE on a useable entity. i.e. Weapons, items, doors
Related Events: If targetid is an item, item_pickup will be called prior to player_use

Name:

player_use

Structure:

short

userid

userid of user

long

targetid

Entindex of the used entity

friendly_fire

Note:

Name:

friendly_fire

Structure:

short

attacker

player who fired the weapon

short

victim

player who got shot

short

guilty

player who was at fault

long

type

damage type

gameinstructor_draw

Note:

Name:

gameinstructor_draw

Structure:

None

None

gameinstructor_nodraw

Note:

Name:

gameinstructor_nodraw

Structure:

None

None

request_weapon_stats

Note:

Name:

request_weapon_stats

Structure:

short

userid

userid of user requesting their stats

player_talking_state

Note:

Name:

player_talking_state

Structure:

byte

player

bool

istalking

weapon_pickup

Note: client event for player has picked up a weapon. If that does not work, try using the "item_pickup" event.

Name:

weapon_pickup

Structure:

byte

context

split screen message context

byte

weaponid

byte

weaponslot

byte

dropped_by_infected

gender of the Infected that dropped the weapon

hunter_punched

Note:

Name:

hunter_punched

Structure:

short

userid

player who caused ignition

long

hunteruserid

user ID of Hunter

bool

islunging

TRUE if the Hunter was in the act of lunging

hunter_headshot

Note:

Name:

hunter_headshot

Structure:

short

userid

player who made the headshot

long

hunteruserid

user ID of Hunter

bool

islunging

TRUE if the Hunter was in the act of lunging

zombie_ignited

Note:

Name:

zombie_ignited

Structure:

short

userid

player who caused ignition

short

gender

gender (type) of the infected

long

entityid

entity ID of Tank

string

victimname

“Witch”, “Tank”, “Hunter”, “Smoker”, or “Infected”

bool

fire_ammo

true if incendiary ammo was used

boomer_exploded

Note:

Name:

boomer_exploded

Structure:

short

userid

Boomer that exploded

short

attacker

player who caused the explosion

bool

splashedbile

Exploding boomer splashed bile on Survivors

non_pistol_fired

Note:

Name:

non_pistol_fired

Structure:

short

userid

User that fired a non-pistol weapon

weapon_fire_at_40

Note: This is networked, special event for game instructor

Name:

weapon_fire_at_40

Structure:

short

userid

string

weapon

used weapon name

short

weaponid

used weapon ID

short

count

number of bullets

total_ammo_below_40

Note: sent for any ammo type, except those with max ammo 1, or infinite ammo, like pistols

Name:

total_ammo_below_40

Structure:

short

userid

player_hurt_concise

Note: Abbreviated version of 'player_hurt' that is networked

Name:

player_hurt_concise

Structure:

short

userid

user ID who was hurt

long

attackerentid

entity id who attacked, if attacker not a player, and userid therefore invalid

long

type

damage type

short

dmg_health

damage done to health

tank_killed

Note:

Name:

tank_killed

Structure:

short

userid

user ID of dead tank

short

attacker

user id of killer

bool

solo

TRUE if a player single-handedly killed the Tank

bool

melee_only

TRUE if the tank was only killed by melee attacks (no blast, burn, or bullet damage)

bool

l4d1_only

TRUE if l4d1 survivors inflicted damage and the l4d2 survivors did not)

achievement_write_failed

Note: Used for a notification message when an achievement fails to write

Name:

achievement_write_failed

Structure:

None

None

ghost_spawn_time

Note: Used for clients to know how long until they become a ghost (and can spawn)

Name:

ghost_spawn_time

Structure:

short

userid

user ID of the player that is becoming a ghost

short

spawntime

How long of a wait until player is a ghost

survival_at_30min

Note: Used to know when we elapse 30 minutes on a survival map

Name:

survival_at_30min

Structure:

explain_pre_drawbridge

Note: Point out the button that will start the gauntlet finale.

Name:

explain_pre_drawbridge

Structure:

short

userid

long

subject

explain_drawbridge

Note:

Name:

explain_drawbridge

Structure:

short

userid

long

subject

explain_perimeter

Note:

Name:

explain_perimeter

Structure:

short

userid

long

subject

explain_deactivate_alarm

Note:

Name:

explain_deactivate_alarm

Structure:

short

userid

long

subject

explain_impound_lot

Note:

Name:

explain_impound_lot

Structure:

short

userid

long

subject

explain_decon

Note:

Name:

explain_decon

Structure:

short

userid

long

subject

explain_mall_window

Note:

Name:

explain_mall_window

Structure:

short

userid

long

subject

explain_mall_alarm

Note:

Name:

explain_mall_alarm

Structure:

short

userid

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long

subject

explain_coaster

Note:

Name:

explain_coaster

Structure:

short

userid

long

subject

explain_coaster_stop

Note:

Name:

explain_coaster_stop

Structure:

short

userid

long

subject

explain_decon_wait

Note:

Name:

explain_decon_wait

Structure:

short

userid

long

subject

gauntlet_finale_start

Note:

Name:

gauntlet_finale_start

Structure:

explain_float

Note:

Name:

explain_float

Structure:

short

userid

long

subject

explain_ferry_button

Note:

Name:

explain_ferry_button

Structure:

short

userid

long

subject

explain_hatch_button

Note:

Name:

explain_hatch_button

Structure:

short

userid

long

subject

explain_shack_button

Note:

Name:

explain_shack_button

Structure:

short

userid

long

subject

upgrade_incendiary_ammo

Note:

Name:

upgrade_incendiary_ammo

Structure:

short

userid

upgrade_explosive_ammo

Note:

Name:

upgrade_explosive_ammo

Structure:

short

userid

receive_upgrade

Note:

Name:

receive_upgrade

Structure:

short

userid

string

upgrade

explain_vehicle_arrival

Note:

Name:

explain_vehicle_arrival

Structure:

long

subject

mounted_gun_start

Note:

Name:

mounted_gun_start

Structure:

short

userid

long

subject

mounted_gun_overheated

Note:

Name:

mounted_gun_overheated

Structure:

short

userid

explain_burger_sign

Note:

Name:

explain_burger_sign

Structure:

short

userid

long

subject

Note:

Name:

explain_carousel_button

Structure:

short

userid

long

subject

Note:

Name:

explain_carousel_destination

Structure:

short

userid

long

subject

explain_stage_lighting

Note:

Name:

explain_stage_lighting

Structure:

short

userid

long

subject

explain_stage_finale_start

Note:

Name:

explain_stage_finale_start

Structure:

short

userid

long

subject

explain_stage_survival_start

Note:

Name:

explain_stage_survival_start

Structure:

short

userid

long

subject

ability_out_of_range

Note:

Name:

ability_out_of_range

Structure:

short

userid

string

ability

ability classname

explain_stage_pyrotechnics

Note:

Name:

explain_stage_pyrotechnics

Structure:

short

userid

long

subject

explain_c3m4_radio1

Note:

Name:

explain_c3m4_radio1

Structure:

short

userid

long

subject

explain_c3m4_radio2

Note:

Name:

explain_c3m4_radio2

Structure:

short

userid

long

subject

explain_gates_are_open

Note:

Name:

explain_gates_are_open

Structure:

short

userid

long

subject

explain_c2m4_ticketbooth

Note:

Name:

explain_c2m4_ticketbooth

Structure:

short

userid

long

subject

explain_c3m4_rescue

Note:

Name:

explain_c3m4_rescue

Structure:

short

userid

long

subject

explain_hotel_elevator_doors

Note:

Name:

explain_hotel_elevator_doors

Structure:

short

userid

long

subject

explain_gun_shop_tanker

Note:

Name:

explain_gun_shop_tanker

Structure:

short

userid

long

subject

explain_gun_shop

Note:

Name:

explain_gun_shop

Structure:

short

userid

long

subject

explain_store_alarm

Note:

Name:

explain_store_alarm

Structure:

short

userid

long

subject

explain_store_item

Note:

Name:

explain_store_item

Structure:

short

userid

long

subject

explain_store_item_stop

Note:

Name:

explain_store_item_stop

Structure:

short

userid

long

subject

explain_survival_generic

Note:

Name:

explain_survival_generic

Structure:

short

userid

long

subject

explain_survival_alarm

Note:

Name:

explain_survival_alarm

Structure:

short

userid

long

subject

explain_survival_radio

Note:

Name:

explain_survival_radio

Structure:

short

userid

long

subject

Note:

Name:

explain_survival_carousel

Structure:

short

userid

long

subject

explain_return_item

Note:

Name:

explain_return_item

Structure:

short

userid

long

subject

explain_save_items

Note:

Name:

explain_save_items

Structure:

short

userid

long

subject

spit_burst

Note: Triggers even after Spitter's death.
Called: Triggers when Spitter's spit hits the ground.

Name:

spit_burst

Structure:

short

userid

long

subject

entered_spit

Note:

Name:

entered_spit

Structure:

short

userid

long

subject

temp_c4m1_getgas

Note:

Name:

temp_c4m1_getgas

Structure:

short

userid

long

subject

temp_c4m3_return_to_boat

Note:

Name:

temp_c4m3_return_to_boat

Structure:

short

userid

long

subject

explain_c1m4_finale

Note:

Name:

explain_c1m4_finale

Structure:

short

userid

long

subject

c1m4_scavenge_instructions

Note:

Name:

c1m4_scavenge_instructions

Structure:

short

userid

long

subject

punched_clown

Note:

Name:

punched_clown

Structure:

short

userid

player who punched the clown

charger_killed

Note:

Name:

charger_killed

Structure:

short

userid

user ID of dead charger

short

attacker

user id of killer

bool

melee

TRUE if a player killed the charger with a melee weapon

bool

charging

TRUE if the charger was charging when it died

spitter_killed

Note:
Called: Triggers in Spitter's death.

Name:

spitter_killed

Structure:

short

userid

user ID of dead spitter

short

attacker

user id of killer

bool

has_spit

TRUE if the spitter spit at some point

jockey_ride

Note:

Name:

jockey_ride

Structure:

short

userid

player who did the lunging

short

victim

player that got lunged

jockey_ride_end

Note:

Name:

jockey_ride_end

Structure:

short

userid

player who did the lunging

short

victim

player that got lunged

short

rescuer

Who stopped it

float

ride_length

Duration of our ride

jockey_killed

Note:

Name:

jockey_killed

Structure:

short

userid

user ID of dead jockey

short

attacker

user id of killer

non_melee_fired

Note:

Name:

non_melee_fired

Structure:

short

userid

User that fired a non-melee weapon

infected_decapitated

Note:

Name:

infected_decapitated

Structure:

short

userid

userid of the player who did the decapitation

string

weapon

melee weapon name

upgrade_pack_added

Note:

Name:

upgrade_pack_added

Structure:

short

upgradeid

short

userid

vomit_bomb_tank

Note:

Name:

vomit_bomb_tank

Structure:

short

userid

userid of the player who used the bomb

triggered_car_alarm

Note:

Name:

triggered_car_alarm

Structure:

short

userid

user ID of player who activated car alarm

panic_event_finished

Note:

Name:

panic_event_finished

Structure:

charger_charge_start

Note: The moment when the charger starts charging

Name:

charger_charge_start

Structure:

short

userid

user ID of the charger

charger_charge_end

Note:

Name:

charger_charge_end

Structure:

short

userid

user ID of the charger

charger_carry_start

Note: The moment when the charger grabs a survivor

Name:

charger_carry_start

Structure:

short

userid

user ID of the charger

short

victim

user ID of the player who was charged

charger_carry_end

Note: The moment when the charger stops charging a survivor (and will soon start pummeling)

Name:

charger_carry_end

Structure:

short

userid

user ID of the charger

short

victim

user ID of the player who was charged

charger_impact

Note: When a charger impacts a survivor they aren't carrying

Name:

charger_impact

Structure:

short

userid

user ID of the charger

short

victim

user ID of the player who was impacted

charger_pummel_start

Note: The moment when the charger starts pummeling a survivor

Name:

charger_pummel_start

Structure:

short

userid

user ID of the charger

short

victim

user ID of the player who was charged

charger_pummel_end

Note: When the charger is cleared from the survivor or the survivor dies.

Name:

charger_pummel_end

Structure:

short

userid

user ID of the charger

short

victim

short

rescuer

user ID of the player who rescued them

strongman_bell_knocked_off

Note: The arcade bell on c2m4_barns

Name:

strongman_bell_knocked_off

Structure:

short

userid

short

subject

molotov_thrown

Note:

Name:

molotov_thrown

Structure:

short

userid

gas_can_forced_drop

Note:

Name:

gas_can_forced_drop

Structure:

short

userid

player that forced the drop

short

victim

player that dropped it

explain_need_gnome_to_continue

Note:

Name:

explain_need_gnome_to_continue

Structure:

none

none

explain_survivor_glows_disabled

Note:

Name:

explain_survivor_glows_disabled

Structure:

short

userid

The player we’re explaining to

explain_item_glows_disabled

Note:

Name:

explain_item_glows_disabled

Structure:

short

userid

The player we’re explaining to

explain_rescue_disabled

Note:

Name:

explain_rescue_disabled

Structure:

short

userid

The player we’re explaining to

explain_bodyshots_reduced

Note:

Name:

explain_bodyshots_reduced

Structure:

short

userid

The player we’re explaining to

explain_witch_instant_kill

Note:

Name:

explain_witch_instant_kill

Structure:

short

userid

The player we’re explaining to

set_instructor_group_enabled

Note:

Name:

set_instructor_group_enabled

Structure:

string

group

short

enabled

stashwhacker_game_won

Note:

Name:

stashwhacker_game_won

Structure:

short

userid

short

subject

versus_marker_reached

Note:

Name:

versus_marker_reached

Structure:

short

userid

short

marker

start_score_animation

Note:

Name:

start_score_animation

Structure:

survival_round_start

Note:

Name:

survival_round_start

Structure:

scavenge_gas_can_destroyed

Note:

Name:

scavenge_gas_can_destroyed

Structure:

short

userid

The player that destroyed it

explain_sewer_gate

Note:

Name:

explain_sewer_gate

Structure:

short

userid

long

subject

explain_sewer_run

Note:

Name:

explain_sewer_run

Structure:

short

userid

long

subject

explain_c6m3_finale

Note:

Name:

explain_c6m3_finale

Structure:

short

userid

long

subject

finale_bridge_lowering

Note:

Name:

finale_bridge_lowering

Structure:

short

userid

long

subject

m60_streak_ended

Note: I was holding down the m60 trigger, and now I'm not

Name:

m60_streak_ended

Structure:

none

none

chair_charged

Note:

Name:

chair_charged

Structure:

short

userid

song_played

Note:

Name:

song_played

Structure:

none

none

Note:

Name:

foot_locker_opened

Structure:

short

userid


LEFT 4 DEAD 2 #1: TEAM ĐỤT ĐẾN VỚI HUYỀN THOẠI GAME =)))))


++ LINK TẢI APP CUBETV: https://www.cubetv.sg
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Đây là game LEFT 4 DEAD 2 chơi trên fanpage Trực Tiếp Game (https://www.facebook.com/tructiepgame/). Rất mong nhận được sự ủng hộ của ae.
CẤU HÌNH MÁY TÍNH TÀI TRỢ BỞI MSI:
Main: MSI Z270 TOMAHAWK
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CPU: Intel Core i77700 ((8M Cache, 3.6GHz) SK 1151 Box
RAM: G.Skill TRIDENT 16GB (8GBx2) DDR4
SSD: Liteon 120GB_PH5CE120 SATA 2.5
Nguồn: Seasonic 520w S12II520 Bronze
Vỏ case: MSI Casing MasterBox 5 _Dragon Edition

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูเพิ่มเติม

LEFT 4 DEAD 2 #1: TEAM ĐỤT ĐẾN VỚI HUYỀN THOẠI GAME =)))))

Left 4 Dead 2 Hard Eight Solo Expert Only T1 Challenge The Parish


This video comes out on the day when you and me, crossed the mark of 10,000 subscribers, I am very glad and grateful to each of you. Watch and rate my videos, comment and share it with your friends. And as always… Enjoy!
Demos: https://bit.ly/3FlPiww
P.S. Thanks to HomeStar for this challenge! He advised me to use endless adrenaline and infinite pipe bombs, but I said I would complete this using only T1 weapons.
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Left 4 Dead 2 Hard Eight Solo Expert Only T1 Challenge The Parish

LEFT 4 DEAD – Full Game Expert Walkthrough Longplay Gameplay No Commentary


LEFT 4 DEAD - Full Game Expert Walkthrough Longplay Gameplay No Commentary

Left 4 Dead 2 Intro


Reuploaded with fixed aspect ratio in 4K https://www.youtube.com/watch?v=V7RLkAfnxGo
Left 4 Dead 2 is a singleplayer and multiplayer cooperative survival horror FPS game developed by Valve Corporation. It is the sequel to Left 4 Dead, it was first announced June 1st 2009 by Valve Corporation at Microsoft’s E3 2009 press conference.
The sequel picks up one week after the events of the first game (four weeks after the first infection) where The Infection has spread to the southern United States. Left 4 Dead 2 introduces three new Special Infected, new weapons, melee weapons, new items, upgraded Infected, the Uncommon Common Infected, five new campaigns, and two new game modes: Scavenge Mode and Realism Mode. Realism Versus and Mutations were later released with the The Passing DLC, a new campaign which chronologically fits in as the second campaign out of six.
The four Survivors the players control are Nick, Ellis, Rochelle, and Coach.

Left 4 Dead 2 Intro

Giải cứu thế giới | L4D2 (funny moment w/ Bestdestroy , Kong2202)


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Giải cứu thế giới | L4D2 (funny moment w/ Bestdestroy , Kong2202)

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูบทความเพิ่มเติมในหมวดหมู่Music of Turkey

ขอบคุณที่รับชมกระทู้ครับ l4d2

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