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Steam Friends Name: dirtytricks181
 
New postPosted: 2008-02-03, 3:03 pm 
   Post subject: Team Fortress 2 Information

es_dumpserverclasses:
EDIT: Too long, SuperDave uploaded it below.

ModEvents.res:
Code:
//=========== (C) Copyright 2005 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//=============================================================================

// No spaces in event names, max length 32
// All strings are case sensitive
//
// valid data key types are:
//   string : a zero terminated string
//   bool   : unsigned int, 1 bit
//   byte   : unsigned int, 8 bit
//   short  : signed int, 16 bit
//   long   : signed int, 32 bit
//   float  : float, 32 bit
//   local  : any data, but not networked to clients
//
// following key names are reserved:
//   local      : if set to 1, event is not networked to clients
//   unreliable : networked, but unreliable
//   suppress   : never fire this event
//   time   : firing server time
//   eventid   : holds the event ID

"ModEvents"
{
   "intro_finish"
   {
      "player"   "short"      // entindex of the player
   }

   "intro_nextcamera"
   {
      "player"   "short"      // entindex of the player
   }   

   "player_changeclass"
   {
      "userid"   "short"      // user ID who changed class
      "class"      "short"      // class that they changed to
   }

   "player_death"      // a game event, name may be 32 charaters long
   {
      // this extends the original player_death
      "userid"   "short"      // user ID who died            
      "attacker"   "short"       // user ID who killed
      "weapon"   "string"    // weapon name killer used
      "weaponid"   "short"      // ID of weapon killed used
      "damagebits"   "long"      // bits of type of damage
      "customkill"   "short"      // type of custom kill
      "assister"   "short"      // user ID of assister
      "dominated"   "short"      // did killer dominate victim with this kill
      "assister_dominated" "short"   // did assister dominate victim with this kill
      "revenge"   "short"      // did killer get revenge on victim with this kill
      "assister_revenge" "short"   // did assister get revenge on victim with this kill
      "weapon_logclassname"   "string"    // weapon name that should be printed on the log
      "first_blood"   "bool"      // was this a first blood kill
      "stun_flags"   "short"   // victim's stun flags at the moment of death
   }
   
   "object_destroyed"
   {         
      "userid"   "short"      // user ID who died            
      "attacker"   "short"       // user ID who killed
      "assister"   "short"      // user ID of assister
      "weapon"   "string"    // weapon name killer used
      "weaponid"   "short"      // id of the weapon used
      "objecttype"   "short"      // type of object destroyed
      "index"      "short"      // index of the object destroyed
      "was_building"   "bool"      // object was being built when it died
   }

   "tf_map_time_remaining"
   {
      "seconds"   "long"
   }

   "tf_game_over"
   {
      "reason"   "string"   // why the game is over ( timelimit, winlimit )
   }
   "ctf_flag_captured"
   {
      "capping_team"         "short"
      "capping_team_score"   "short"
   }
   "controlpoint_initialized"
   {
   }
   "controlpoint_updateimages"
   {
      "index"      "short"      // index of the cap being updated
   }
   "controlpoint_updatelayout"
   {
      "index"      "short"      // index of the cap being updated
   }
   "controlpoint_updatecapping"
   {
      "index"      "short"      // index of the cap being updated
   }
   "controlpoint_updateowner"
   {
      "index"      "short"      // index of the cap being updated
   }
   "controlpoint_starttouch"
   {
      "player"   "short"      // entindex of the player
      "area"      "short"      // index of the control point area
   }

   "controlpoint_endtouch"
   {
      "player"   "short"      // entindex of the player
      "area"      "short"      // index of the control point area
   }
   
   "controlpoint_pulse_element"
   {
      "player"   "short"      // entindex of the player
   }

   "controlpoint_fake_capture"
   {
      "player"   "short"      // entindex of the player
      "int_data"   "short"
   }

   "controlpoint_fake_capture_mult"
   {
      "player"   "short"      // entindex of the player
      "int_data"   "short"
   }

   "teamplay_round_start"         // round restart
   {
      "full_reset"   "bool"      // is this a full reset of the map
   }
   
   "teamplay_round_active"         // called when round is active, players can move
   {
      // nothing for now
   }

   "teamplay_waiting_begins"
   {
      // nothing for now
   }
   
   "teamplay_waiting_ends"
   {
      // nothing for now
   }
   
   "teamplay_waiting_abouttoend"
   {
   }

   "teamplay_restart_round"
   {
      // nothing for now
   }

   "teamplay_ready_restart"
   {
      // nothing for now
   }

   "teamplay_round_restart_seconds"
   {
      "seconds"   "short"
   }

   "teamplay_team_ready"
   {
      "team"      "byte"      // which team is ready
   }

   "teamplay_round_win"
   {
      "team"      "byte"      // which team won the round
      "winreason"   "byte"      // the reason the team won
      "flagcaplimit"   "short"      // if win reason was flag cap limit, the value of the flag cap limit
      "full_round"   "short"      // was this a full round or a mini-round
      "round_time"   "float"      // elapsed time of this round
      "losing_team_num_caps"   "short"   // # of caps this round by losing team
      "was_sudden_death" "byte"   // did a team win this after entering sudden death
   }

   "teamplay_update_timer"
   {
   }

   "teamplay_round_stalemate"
   {
      "reason"   "byte"      // why the stalemate is occuring
   }
   
   "teamplay_overtime_begin"
   {
      // nothing for now
   }   
   
   "teamplay_overtime_end"
   {
      // nothing for now
   }      
   
   "teamplay_suddendeath_begin"
   {
      // nothing for now
   }
   
   "teamplay_suddendeath_end"
   {
      // nothing for now
   }   
   
   "teamplay_game_over"
   {
      "reason"   "string"   // why the game is over ( timelimit, winlimit )
   }

   "teamplay_map_time_remaining"
   {
      "seconds"   "short"
   }

   "teamplay_broadcast_audio"
   {
      "team"      "byte"      // which team should hear the broadcast. 0 will make everyone hear it.
      "sound"      "string"   //sound to play
   }

   "teamplay_timer_flash"
   {
      "time_remaining"   "short"   // how many seconds until the round ends
   }   

   "teamplay_timer_time_added"
   {
      "timer"   "short"      // entindex of the timer   
      "seconds_added"   "short"      // how many seconds were added to the round timer   
   }

   "teamplay_point_startcapture"
   {
      "cp"      "byte"         // index of the point being captured
      "cpname"   "string"      // name of the point
      "team"      "byte"         // which team currently owns the point
      "capteam"   "byte"         // which team is capping
      "cappers"   "string"      // string where each character is a player index of someone capping
      "captime"   "float"         // time between when this cap started and when the point last changed hands
   }

   "teamplay_point_captured"
   {
      "cp"      "byte"         // index of the point that was captured
      "cpname"   "string"      // name of the point
      "team"      "byte"         // which team capped
      "cappers"   "string"      // string where each character is a player index of someone that capped
   }
   
   "teamplay_capture_broken"
   {
      "cp"      "byte"
      "cpname"   "string"
      "time_remaining" "float"
   }

   "teamplay_capture_blocked"
   {
      "cp"      "byte"         // index of the point that was blocked
      "cpname"   "string"      // name of the point
      "blocker"   "byte"         // index of the player that blocked the cap
   }
   "teamplay_flag_event"
   {
      "player"   "short"         // player this event involves
      "eventtype"   "short"         // pick up, capture, defend, dropped
   }
   "teamplay_win_panel"      
   {
      "panel_style"      "byte"      // for client to determine layout      
      "winning_team"      "byte"      
      "winreason"      "byte"      // the reason the team won
      "cappers"      "string"   // string where each character is a player index of someone that capped
      "flagcaplimit"      "short"      // if win reason was flag cap limit, the value of the flag cap limit
      "blue_score"      "short"      // red team score
      "red_score"      "short"      // blue team score
      "blue_score_prev"   "short"      // previous red team score
      "red_score_prev"   "short"      // previous blue team score
      "round_complete"   "short"      // is this a complete round, or the end of a mini-round
      "rounds_remaining"   "short"      // # of rounds remaining for wining team, if mini-round
      "player_1"      "short"
      "player_1_points"   "short"
      "player_2"      "short"
      "player_2_points"   "short"
      "player_3"      "short"
      "player_3_points"   "short"
   }
   "teamplay_teambalanced_player"
   {
      "player"   "short"      // entindex of the player
      "team"      "byte"      // which team the player is being moved to
   }

   "teamplay_setup_finished"
   {
   }

   "show_freezepanel"
   {
      "killer"   "short"      // entindex of the killer entity
   }

   "hide_freezepanel"
   {
   }

   "freezecam_started"
   {
   }

   "localplayer_changeteam"
   {
   }

   "localplayer_changeclass"
   {
   }
   
   "localplayer_respawn"
   {
   }
      
   "building_info_changed"
   {
      "building_type"      "byte"
      "remove"         "byte"
   }

   "localplayer_changedisguise"
   {
      "disguised"      "bool"
   }
   
   "player_account_changed"
   {
      "old_value"      "short"
      "new_value"      "short"
   }
   
   "spy_pda_reset"
   {
   }

   "flagstatus_update"
   {
   }

   "player_stats_updated"
   {
      "forceupload"   "bool"
   }
   "playing_commentary"
   {
   }
   
   "player_chargedeployed"
   {
      "userid"   "short"      // user ID of medic who deployed charge
      "targetid"   "short"      // user ID of who the medic charged
   }
   
   "player_builtobject"
   {
      "userid"   "short"      // user ID of the spy
      "object"   "byte"
   }
   
   "achievement_earned"
   {
      "player"   "byte"      // entindex of the player
      "achievement"   "short"      // achievement ID
   }
   
   "spec_target_updated"
   {
   }

   "tournament_stateupdate"
   {
      "userid"   "short"      // user ID on server
      "namechange"   "bool"
      "readystate"   "short"
      "newname"   "string"   // players new name
   }

   "player_calledformedic"
   {
      "userid"   "short"
   }

   "localplayer_becameobserver"
   {
   }
   
   "player_ignited_inv"      // sent when a player is ignited by a pyro who is being invulned, only to the medic who's doing the invulning
   {
      "pyro_entindex"      "byte"      // entindex of the pyro who ignited the victim
      "victim_entindex"   "byte"      // entindex of the player ignited by the pyro
      "medic_entindex"   "byte"      // entindex of the medic releasing the invuln
   }
   "player_ignited"         // sent when a player is ignited, only to the two players involved
   {
      "pyro_entindex"      "byte"      // entindex of the pyro who ignited the victim
      "victim_entindex"   "byte"      // entindex of the player ignited by the pyro
      "weaponid"         "byte"      // weaponid of the weapon used
   }
   
   "player_extinguished"      // sent when a burning player is extinguished by a medic
   {
      "userid"   "short"      // userid of the player that was extinguished
   }
   
   "player_teleported"
   {
      "userid"   "short"      // userid of the player
   }
   
   // client only
   "player_healedmediccall"   // local player heals someone who called for medic.
   {
      "userid"   "short"      // userid of person who got healed
   }
   
   // client only
   "localplayer_chargeready"      // local player has full medic charge
   {
   }
   
   "localplayer_winddown"      // local player minigun winddown
   {
   }
   
   "player_invulned"
   {
      "userid"   "short"
      "medic_userid"   "short"
   }
   
   "escort_speed"
   {
      "team"      "byte"         // which team
      "speed"      "byte"
      "players"   "byte"
   }
   
   "escort_progress"
   {
      "team"      "byte"         // which team
      "progress"   "float"
      "reset"      "bool"
   }

   "escort_recede"
   {
      "team"         "byte"      // which team
      "recedetime"   "float"
   }

   "client_loadout_changed"
   {
   }
   
   "gameui_activated"
   {
   }
   
   "gameui_hidden"
   {
   }
   
   "player_escort_score"
   {
      "player"   "byte"
      "points"   "byte"
   }

   "player_healonhit"
   {
      "amount"      "byte"
      "entindex"      "byte"
   }
   
   "player_stealsandvich"
   {
      "owner"         "short"
      "target"      "short"
   }
   
   "show_class_layout"
   {
      "show"   "bool"
   }   
   
   "show_vs_panel"
   {
      "show"   "bool"
   }

   "player_damaged"
   {
      "amount"      "short"
      "type"         "long"
   }

   "arena_player_notification"
   {
      "player"   "byte"
      "message"   "byte"
   }

   "arena_match_maxstreak"
   {
      "team"   "byte"
      "streak"   "byte"
   }

   "arena_round_start"         // called when round is active, players can move
   {
      // nothing for now
   }
   "arena_win_panel"      
   {
      "panel_style"      "byte"      // for client to determine layout      
      "winning_team"      "byte"      
      "winreason"      "byte"      // the reason the team won
      "cappers"      "string"   // string where each character is a player index of someone that capped
      "flagcaplimit"      "short"      // if win reason was flag cap limit, the value of the flag cap limit
      "blue_score"      "short"      // red team score
      "red_score"      "short"      // blue team score
      "blue_score_prev"   "short"      // previous red team score
      "red_score_prev"   "short"      // previous blue team score
      "round_complete"   "short"      // is this a complete round, or the end of a mini-round
      "player_1"      "short"
      "player_1_damage"   "short"
      "player_1_healing"   "short"
      "player_1_lifetime"   "short"
      "player_1_kills"   "short"
      "player_2"      "short"
      "player_2_damage"   "short"
      "player_2_healing"   "short"
      "player_2_lifetime"   "short"
      "player_2_kills"   "short"
      "player_3"      "short"
      "player_3_damage"   "short"
      "player_3_healing"   "short"
      "player_3_lifetime"   "short"
      "player_3_kills"   "short"
      "player_4"      "short"
      "player_4_damage"   "short"
      "player_4_healing"   "short"
      "player_4_lifetime"   "short"
      "player_4_kills"   "short"
      "player_5"      "short"
      "player_5_damage"   "short"
      "player_5_healing"   "short"
      "player_5_lifetime"   "short"
      "player_5_kills"   "short"
      "player_6"      "short"
      "player_6_damage"   "short"
      "player_6_healing"   "short"
      "player_6_lifetime"   "short"
      "player_6_kills"   "short"
   }
   
   "inventory_updated"
   {
   }
   
   "air_dash"
   {
      "player"   "byte"
   }
   
   "landed"
   {
      "player"   "byte"
   }
   
   "player_damage_dodged"
   {
      "damage"   "short"
   }
   
   "player_stunned"
   {
      "stunner"   "short"
      "victim"   "short"
      "victim_capping"   "bool"
      "big_stun"   "bool"
   }
   
   "scout_grand_slam"
   {
      "scout_id"   "short"
      "target_id"   "short"
   }
   
   "scout_slamdoll_landed"
   {
      "target_index" "short"
      "x"   "float"
      "y"   "float"
      "z"   "float"
   }
}

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Last edited by JoeyT2006 on 2008-02-03, 3:08 pm, edited 1 time in total.




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New postPosted: 2008-02-03, 3:07 pm 

Try this

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New postPosted: 2008-02-03, 3:09 pm 

Another ressource for that is:
http://gamehavoc.com/tf2_props.txt


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New postPosted: 2008-02-04, 12:15 pm 

Code:
User Messages:  Name                              Index  Size
                Geiger                            0      1   
                Train                             1      1   
                HudText                           2      -1   
                SayText                           3      -1   
                SayText2                          4      -1   
                TextMsg                           5      -1   
                ResetHUD                          6      1   
                GameTitle                         7      0   
                ItemPickup                        8      -1   
                ShowMenu                          9      -1   
                Shake                             10     13   
                Fade                              11     10   
                VGUIMenu                          12     -1   
                Rumble                            13     3   
                CloseCaption                      14     -1   
                SendAudio                         15     -1   
                VoiceMask                         16     9   
                RequestState                      17     0   
                Damage                            18     -1   
                HintText                          19     -1   
                KeyHintText                       20     -1   
                HudMsg                            21     -1   
                AmmoDenied                        22     2   
                AchievementEvent                  23     -1   
                UpdateRadar                       24     -1   
                VoiceSubtitle                     25     3   
                HudNotify                         26     1   
                HudNotifyCustom                   27     -1   
                PlayerStatsUpdate                 28     -1   

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New postPosted: 2008-02-04, 2:17 pm 

GODJonez has gathered information on TF_PLAYER_MANAGER:
http://godjonez.dyndns.org/pastebin/1202152552.txt

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New postPosted: 2008-02-04, 3:16 pm 

Team numbers:

Unassigned: 0
Spectator: 1
Red: 2
Blue: 3

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New postPosted: 2008-02-04, 3:23 pm 

CTFPlayer anyone?
http://impulse82.net/ctfplayer.html

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New postPosted: 2008-04-20, 3:09 pm 

Some entitylists.... including 2 tf2 ones:

http://entitylist.ojii.ch/

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New postPosted: 2008-05-22, 6:39 pm 

Code:
"player_builtobject"
{
    "userid"   "short"
    "object"   "byte"
}


objects:
  • 0 = Dispenser
  • 1 = Teleporter Entrance
  • 2 = Teleporter Exit
  • 3 = Sentry

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New postPosted: 2008-05-23, 11:51 am 

They've added some new events since Joey's post. Some are interesting.
Code:
   "tournament_stateupdate"
   {
      "userid"   "short"      // user ID on server
      "namechange"   "bool"
      "readystate"   "short"
      "newname"   "string"   // players new name
   }

   "player_calledformedic"
   {
      "userid"   "short"
   }

   "localplayer_becameobserver"
   {
   }
   
   "player_ignited_inv"      // sent when a player is ignited by a pyro who is being invulned
   {
      "userid"   "short"      // userid of the medic releasing the invuln
   }
   
   "player_extinguished"      // sent when a burning player is extinguished by a medic
   {
      "userid"   "short"      // userid of the player that was extinguished
   }
   
   // client only
   "player_healedmediccall"   // local player heals someone who called for medic.
   {
      "userid"   "short"      // userid of person who got healed
   }
   
   // client only
   "localplayer_chargeready"      // local player has full medic charge
   {
   }
   
   "player_invulned"
   {
      "userid"   "short"
      "medic_userid"   "short"
   }
   
   "escort_speed"
   {
      "speed"      "byte"
      "players"   "byte"
   }
   
   "escort_progress"
   {
      "progress"   "float"
      "reset"      "bool"
   }

   "escort_recede"
   {
      "recedetime"   "float"
   }

   "client_loadout_changed"
   {
   }
   
   "gameui_activated"
   {
   }
   
   "gameui_hidden"
   {
   }
   
   "player_escort_score"
   {
      "player"   "byte"
      "points"   "byte"
   }

   "player_healonhit"
   {
      "amount"      "byte"
      "userid"      "short"
   }


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New postPosted: 2008-05-26, 6:08 pm 

Another event being fire but not in the .res file:
Code:
Server event "entity_killed", Tick 54574:
- "entindex_killed" = "3"
- "entindex_attacker" = "1"
- "entindex_inflictor" = "130"
- "damagebits" = "262208"


I'm kind of disappointed in the missing events. weapon_fire, bullet_impact, player_jump, player_footstep, etc. :(

Does anyone know how to get the player index out of the "teamplay_point_captured" event?
Code:
"cappers"   "string"      // string where each character is a player index of someone that capped

My index was "1", and I am the only capper, but "cappers" had a value of "88".


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New postPosted: 2008-05-27, 12:17 am 

Those capper values never worked for DoD:S, I guess they are not working for TF2, too.


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New postPosted: 2008-05-27, 6:52 am 

On the Allied Mods forum they've figured out how to get the indexes from the cappers. I just don't understand their code.
Code:
/**
* vim: set ai et ts=4 sw=4 :
*/


public OnPluginStart()
{
    if(!HookEvent("teamplay_point_captured", EventPointCaptured))
    {
        SetFailState("Could not hook the teampoint_point_captured event.");
    }
}

public EventPointCaptured(Handle:event,const String:name[],bool:dontBroadcast)
{
    decl String:cappers[MAXPLAYERS+1] = "";
    if (GetEventString(event,"cappers", cappers, MAXPLAYERS)>0)
    {
        new len = strlen(cappers);
        for(new i=0;i<len;i++)
        {
            new index  = cappers{i};
            LogMessage("%N captured a point", index);
            PrintToChat(index,"Congratulations on capturing a point!");
        }
    }
}

http://forums.alliedmods.net/showthread ... post582193


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New postPosted: 2008-05-27, 8:43 am 

Hmm.. that would mean that each char in the cappers variable is an index, in your case 8 and 8. I dunno if "new index = cappers{i};" returns the ASCII value or the real char. Normally [] are used instead of {} to indicate indexes of strings or arrays in Pawn.


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New postPosted: 2008-07-21, 2:25 pm 

Most of the events listed in this topic do not work at all for some reason. For example i cannot do a simple thing like message "get ready" for team 2 which is red on event round_setup_end or do a message to all like "team BLU capped point" upon point capture (event teamplay_point_captured).. they simple do-not-work-at-all. Only events i know that work for sure are player_say and player_death. Is there away to make rest of these work or is Eventscripts 2.0* still missing TF2 support or something?


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New postPosted: 2008-07-21, 3:27 pm 

What did you use to test? I haven't done much with TF2 but I can tell you teamplay_point_captured works as I use it in a script of mine.

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New postPosted: 2008-07-21, 5:11 pm 

I used ES 2.1.0.281 and Windows server but if it does work, maybe im just stupid and cant read that guide.. it doesnt list how to use those events like the one in CSS does (this one http://forums.mattie.info/cs/forums/viewtopic.php?t=50) and that one is so simple unlike this list here.. so perhaps you could enlighten me?

"teamplay_point_captured"
{
"cp" "byte" // index of the point that was captured
"cpname" "string" // name of the point
"team" "byte" // which team capped
"cappers" "string" // string where each character is a player index of someone that capped


so this would be (?):

cp = event_var(es_cp)
cpname = event_var(es_cpname)
team = event_var(es_userteam) or es_team?
cappers = event_var(es_cappers)

Does it expand to any other event_vars ? I dont know. There is no tf2 events in ES wiki either.


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New postPosted: 2008-07-21, 6:00 pm 

I assumed you used the OrangeBox ES to test, I wanted to know the code you used :wink:

For example:
ES:
    event teamplay_point_captured

    {

       es_msg cp event_var(cp)

       es_msg cpname event_var(cpname)

       es_msg team event_var(team)

       es_msg cappers event_var(cappers)

    }
Notice you are told the event name and event variables by the documentation above.

Quote:
There is no tf2 events in ES wiki either.
You are welcome to add to the Wiki :)

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