Alien Swarm: Reactive Drop List of Events Configuration

Alien Swarm: Reactive Drop List of Events Configuration 1 - steamsplay.com
Alien Swarm: Reactive Drop List of Events Configuration 1 - steamsplay.com

Contains a list of events, some of which are useful and not included in wiki.alliedmods.net/Alien_Swarm_Events – [alliedmods.net] 
 
 
for example weapon_fire, heal_beacon_placed, weapon_reload_finish and more
 
 
I have probably still missed a lot more
 
 

Batch #1

item_pickup

 
int “userid”
 
int “entindex”
 
string “classname”
 
int “slot”
 
bool “replace”
 
bool “offhand”
 

marine_infested

 
int “entindex”
 

player_should_switch

 
int “userid”
 

marine_infested_killed

 
int “userid”
 
int “marine” // entindex
 

marine_incapacitated

 
int “entindex”
 

marine_ignited

 
int “entindex”
 

marine_extinguished

 
int “entindex”
 

marine_no_ammo

 
int “userid”
 
int “entindex”
 
int “count”
 

marine_revived

 
int “userid”
 
int “reviver” // entindex
 

marine_spawn

 
int “userid”
 
int “entindex”
 

marine_hurt

 
int “userid”
 
int “entindex”
 
int “health”
 

marine_infested_cured

 
int “userid”
 
int “entindex”
 

player_heal

 
int “userid”
 
int “entindex”
 

heal_beacon_placed

 
int “userid”
 
int “marine” // entindex
 

swarm_state_changed

 
// clientside event
 
int “state”
 

asw_mission_restart

 
int “restartcount”
 

mission_success

 
string “strMapName”
 

mission_failed

 
string “strMapName”
 

scanner_important

 
0 params
 

alien_died

 
int “alien”
 
int “marine” // entindex
 
int “weapon”
 

achievement_earned

 
int “player” // entindex
 
int “achievement”
 

difficulty_changed

 
int “newDifficulty”
 
int “oldDifficulty”
 
string “strDifficulty”
 

user_data_downloaded

 
// clientside event (probably a bug)
 
0 params
 

alien_ignited

 
// clientside event…?
 
int “userid”
 
int “entindex”
 

alien_hurt

 
int “attacker”
 
int “entindex”
 
int “amount”
 

player_heal_target

 
// clientside event
 
int “userid”
 
int “entindex”
 

player_heal_target_none

 
// clientside event
 
int “userid”
 

general_hint

 
// clientside event
 
0 params
 

weapon_offhanded

 
int “userid”
 

weapon_offhand_activate

 
int “userid”
 
int “marine” // entindex
 
int “weapon” // CLASSIFY?
 

pickup_selected

 
// clientside event
 
int “entindex”
 
string “classname”
 

sentry_complete

 
int “userid”
 
int “entindex”
 
int “marine” // entindex
 

sentry_dismantled

 
int “userid”
 
int “entindex”
 

sentry_rotated

 
int “userid”
 
int “entindex”
 

sentry_selected

 
// clientside event
 
int “entindex”
 

sentry_start_building

 
int “userid”
 
int “entindex”
 

sentry_stop_building

 
int “userid”
 
int “entindex”
 

boulder_lasered

 
// clientside event fired from server
 
int “userid”
 
int “entindex”
 

player_give_ammo

 
int “userid”
 
int “entindex”
 

player_deploy_ammo

 
int “userid”
 

damage_amplifier_placed

 
int “entindex”
 
int “marine” // entindex
 

sentry_placed

 
int “userid”
 

fast_reload

 
int “marine” // entindex
 
int “reloads” // how many in a row
 

player_alt_fire

 
int “userid”
 

weapon_fire

 
int “userid”
 
int “marine” // entindex
 
int “weapon” // entindex
 

weapon_reload

 
int “userid”
 
int “marine” // entindex
 
int “lost” // ammo lost
 
int “clipsize”
 
int “clipsremaining”
 
int “clipsmax”
 

weapon_reload_finish

 
int “userid”
 
int “marine” // entindex
 
int “clipsize”
 
int “clipsremaining”
 
int “clipsmax”
 

achievement_event

 
string “achievement_name”
 
int “cur_val”
 
int “max_val”
 

campaign_changed

 
// clientside event
 
string “campaign”
 

jukebox_play_random

 
float “fadeintime”
 
string “defaulttrack”
 

jukebox_stop

 
// clientside event…?
 
flaot “fadeouttime”
 

spec_target_updated

 
// clientside event
 
0 params
 

show_freezepanel

 
// clientside event
 
0 params
 

hide_freezepanel

 
// clientside event
 
0 params
 

freezecam_started

 
// clientside event
 
0 params
 

gameui_activated

 
// clientside event
 
0 params
 

gameui_hidden

 
// clientside event
 
0 params
 

level_up

 
// clientside event
 
int “level”
 

player_changename

 
int “userid”
 
string “oldname”
 
string “newname”
 

player_hintmessage

 
// clientside event
 
string “hintmessage”
 

player_death

 

 
int “userid”
 
int “attacker” // userid
 
int “customkill” // damage
 
int “priority” // constant 7
 

advanced_map_complete

 
int “numadvanced”
 

challenge_map_complete

 
int “numbronze”
 
int “numsilver”
 
int “numgold”
 

alien_spawn

 
int “entindex”
 
 
 

Batch #2

ammo_pickup

 
int “userid”
 
int “entindex”
 

entity_visible

 
// asw_ammo.cpp
 
int “userid”
 
int “subject” // entindex
 
string “classname:
 
string “entityname”
 

physics_melee

 
// asw_barrel_explosive.cpp & asw_prop_physics.cpp
 
int “attacker” // userid
 
int “entindex”
 

physics_visible

 
// asw_prop_physics.cpp
 
int “userid”
 
int “subject” // entindex
 
string “type” // “kicking” or “detonate”
 
string “entityname”
 

button_area_used

 
int “userid”
 
int “entindex”
 

button_area_active

 
// can also be called by computer area
 
int “userid” // of pViewingPlayer
 
int “entindex” // of the button/computer area
 
int “prop” // entindex
 
bool “locked”
 

button_area_inactive

 
// can also be callled by computer area
 
int “entindex”
 

buzzer_spawn

 
int “entindex”
 

colonist_spawn

 
int “entindex”
 

player_dropped_weapon

 
int “userid”
 

door_recommend_destroy

 
int “userid” // of pViewingPlayer
 
int “entindex” // of pVisibleEntity
 

door_welded_visible

 
int “userid” // of pViewingPlayer
 
int “subject” // entindex of pVisibleEntity
 
string “entityname”
 

door_unwelded

 
int “userid”
 
int “entindex”
 

door_welded

 
int “userid”
 
int “entindex”
 
int “inhabited” // by player or bot
 

door_destroyed

 
int “userid”
 
int “entindex”
 

door_recommend_weld

 
int “entindex”
 

player_fullyjoined

 
int “userid”
 
string “name”
 

player_commanding

 
int “userid”
 
int “new_marine” // entindex
 
int “new_index”
 
int “count” // nNumMarines
 

marine_selected

 
int “userid”
 
int “new_marine”
 
int “old_marine”
 
int “old_index”
 
int “count” // nNumMarines
 

player_command_follow

 
int “userid”
 

player_command_hold

 
int “userid”
 

ragdoll_dissolved

 
int “entindex”
 

entity_killed

 
int “entindex_killed”
 
int “entindex_attacker”
 
int “entindex_inflictor”
 
int “damagebits” // damage type
 

player_escort_score

 
int “player” // entindex
 
int “points”
 

player_say

 
int “userid”
 
string “text”
 

playing_commentary

 
// clientside event fired from server ???????????
 
0 params
 

instructor_server_hint_create

 
string “hint_name”
 
string “hint_replace_key”
 
int “hint_target” // entindex
 
int “hint_activator_userid”
 
int “hint_timeout”
 
string “hint_icon_onscreen”
 
string “hint_icon_offscreen”
 
string “hint_caption”
 
string “hint_activator_caption”
 
string “hint_color”
 
float “hint_icon_offset”
 
float “hint_range”
 
int “hint_flags”
 
string “hint_binding”
 
bool “hint_allow_nodraw_target”
 
bool “hint_nooffscreen”
 
bool “hint_forcecaption”
 
bool “hint_local_player_only”
 

instructor_server_hint_stop

 
string “hint_name”
 

break_breakable

 
int “userid”
 
int “entindex”
 
int “material”
 

game_init

 
0 params
 

nav_blocked

 
int “area”
 
int “blocked”
 

nav_generate

 
0 params
 

player_hurt

 
int “userid”
 
int “health”
 
int “attacker” // userid of player, 0 if not player
 

player_spawn

 
int “userid”
 

break_prop

 
int “userid” // 0 if not player
 
int “entindex”
 
 

Written by jhheight

 
 
Here we come to an end for Alien Swarm: Reactive Drop List of Events Configuration hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
 


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