Amxxprogramer / Half-Life 1 List of Events.txt
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Introduction
In AMX Mod X you are able to hook in-game messages/events with register_message / register_event. Here are the list of messages/events and their arguments which can be read with get_msg_arg_* / read_data.
See the Advanced Scripting article for more on events and messages.
See messages.inc and message_const.inc from amxmodx/scriptong/include folder or Messaging functions and Message constants for full messages control including blocking, argument alteration and much more.
Type meta game in the server console to list messages for the current mod.
Damaged Soul's Message Logging plugin for AMX Mod X can be used to log messages and their parameters on a live server.
ADStop
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
Note: No Information is available for this message.
Note: This message has no arguments.
Name: ADStop
Structure:
AlienInfo
Supported Mods: Natural Selection
Note: No Information is available for this message.
AllowSpec
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Half-Life: Opposing Force • Team Fortress Classic
This message changes whether or not "SPECTATE" appears on the change team menu. It is sent whenever the allow_spectators CVar is changed, with its new value sent as the byte.
Note: This changes how the change team menu appears, but spectating functionality is based on the actual CVar value.
Name: AllowSpec
Structure:
byte Allowed
AmmoPickup
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message temporarily draws HUD numerical ammo amount and corresponding ammo HUD icon in the middle of the right side of the screen.
Note: Draw time depends on the hud_drawhistory_time client CVar value.
Note: See CS Weapons Information for more information.
Name: AmmoPickup
Structure:
byte AmmoID
byte Ammount
AmmoShort
Supported Mods: Day of Defeat
Note: No Information is available for this message.
AmmoX
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the green bar indicator in the HUD weapons list. It also updates HUD backpack ammo number in the lower right corner of the screen if the given ammo type is compatible with the current weapon.
Note: See CS Weapons Information for more information.
Name: AmmoX
Structure:
byte AmmoID
byte Ammount
ArmorType
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message draws/removes the helmet HUD icon. If flag is set to 1, the helmet HUD icon will be drawn (located right on the armor icon).
Name: ArmorType
Structure:
byte Flag
BalanceVar
Supported Mods: Natural Selection
Note: No Information is available for this message.
BarTime
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message draws a HUD progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.
Note: Set Duration to 0 to hide the bar.
Name: BarTime
Structure:
short Duration
BarTime2
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
The message is the same as BarTime, but StartPercent specifies how much of the bar is (already) filled.
Note: Display time can be calculated with this formula: (1 - (StartPercent / 100)) / Duration
Name: BarTime2
Structure:
short Duration
short StartPercent
Battery
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the icon and numerical armor value on the HUD.
Name: Battery
Structure:
short Armor
Bench
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
BlinkAcct
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message makes a player's money display flash rapidly, a total of BlinkAmt times.
Name: BlinkAcct
Structure:
byte BlinkAmt
BlipList
Supported Mods: Natural Selection
Note: No Information is available for this message.
BloodPuff
Supported Mods: Day of Defeat
This message creates a puff of blood at the specified coordinates.
Name: BloodPuff
Structure:
coord CoordX
coord CoordY
coord CoordZ
BombDrop
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message is sent when the bomb is dropped or planted by a player.
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments.
Name: BombDrop
Structure:
coord CoordX
coord CoordY
coord CoordZ
byte Flag
BombPickup
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message just tells the clients that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar.
Note: This message has no arguments.
Name: BombPickup
Structure:
BotProgress
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message is sent when CZ's bots are learning a new map. It displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS.
Note: Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag.
Name: BotProgress
Structure:
byte Flag
byte Progress
string Header
BotVoice
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called for regular players, although you can specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.
Name: BotVoice
Structure:
byte Status
byte PlayerIndex
Brass
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message creates a brass shell. Used, for example, by the AWP, after firing.
Name: Brass
Structure:
byte MessageID
coord StartX
coord StartY
coord StartZ
coord VelocityX?
coord VelocityY?
coord VelocityZ?
coord UnknownX
coord UnknownY
coord UnknownZ
angle Rotation
short ModelIndex
byte BounceSoundType
byte Life
byte PlayerID
BuildSt
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
BuyClose
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting killed, etcetera).
Note: This message has no arguments.
Name: BuyClose
Structure:
Camera
Supported Mods: Sven Co-op
Note: No Information is available for this message.
CameraMouse
Supported Mods: Sven Co-op
Note: No Information is available for this message.
CameraView
Supported Mods: Day of Defeat
Note: No Information is available for this message.
CancelProg
Supported Mods: Day of Defeat
Note: No Information is available for this message.
CapMsg
Supported Mods: Day of Defeat
This displays a message like "Player captured the Allied plaza for the Axis". An example PointName is POINT_CAEN_AXISPLAZA.
Name: CapMsg
Structure:
byte PlayerID
string PointName
byte TeamID
CbElec
Supported Mods: Sven Co-op
Note: No Information is available for this message.
ClanTimer
Supported Mods: Day of Defeat
Note: No Information is available for this message.
ClCorpse
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat
This message spawns a player's corpse. ModelName is the player's model name, for example: "leet". Delay is a delay before animation playback, which can be a negative value.
Note: Coord and Delay is multiplied by 128.
Note: In CS, argument #10 is always equal to 0.
See CS Team Constants for team indices constants list.
Name: ClCorpse
Structure:
string ModelName
long CoordX
long CoordY
long CoordZ
coord Angle0
coord Angle1
coord Angle2
long Delay
byte Sequence
byte ClassID?
byte TeamID
byte PlayerID
ClientAreas
Supported Mods: Day of Defeat
Note: No Information is available for this message.
ClScript
Supported Mods: Natural Selection
Note: No Information is available for this message.
Concuss
Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero
This message creates screen shake effect similar to the TFC concussion grenade effect.
Note: In all mods except TFC, this message requires to be registered by using EngFunc_RegUserMsg.
Name: Concuss
Structure:
byte amount
Countdown
Supported Mods: Natural Selection
Note: No Information is available for this message.
CreateBlood
Supported Mods: Sven Co-op
Note: No Information is available for this message.
Crosshair
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.
Note: This crosshair looks not like the regular one, but like the one that is drawn in spectator mode.
Name: Crosshair
Structure:
byte Flag
CTFScore
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
CurMarker
Supported Mods: Day of Defeat
Note: No Information is available for this message.
CurWeapon
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the numerical magazine ammo count and the corresponding ammo type icon on the HUD.
Note: See CS Weapons Information for more information on Counter-Strike weapons.
Name: CurWeapon
Structure:
byte IsActive
byte WeaponID
byte ClipAmmo
CustomIcon
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
CZCareer
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message supplies certain updates to the player regarding Condition Zero single-player missions.
Note: See the CZCareer page for more information.
Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).
Note: The Type argument is case-sensitive.
Note: This event does nothing in CS and CZ multiplayer.
Name: CZCareer
Structure:
string Type
* Parameters
CZCareerHUD
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message displays certain HUD elements regarding Condition Zero single-player missions.
Note: See the CZCareerHUD page for more information.
Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).
Note: The Type argument is case-sensitive.
Note: This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).
Name: CZCareerHUD
Structure:
string Type
* Parameters
Damage
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.
Note: To capture this message, you should use "b" as the third parameter in the register_event() function.
Name: Damage
Structure:
byte DamageSave
byte DamageTake
long DamageType
coord CoordX
coord CoordY
coord CoordZ
DeathMsg
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This event is fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the HUD message the client sees in the upper right corner of their screen.
It also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"
Note: This message has different parameters depending upon the mod.
Note: KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.
Note: For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc.
Note: In some mods, TruncatedWeaponName is "teammate" for a team kill, which shows a green skull in the HUD message.
Name: DeathMsg
Structure:
byte KillerID
byte VictimID
string TruncatedWeaponName
Counter-Strike
Note: TruncatedWeaponName doesn't contain a "weapon_" prefix. See CS Weapons Information for more information.
Note: For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade.
Name: DeathMsg
Structure:
byte KillerID
byte VictimID
byte IsHeadshot
string TruncatedWeaponName
Day of Defeat
Name: DeathMsg
Structure:
byte KillerID
byte VictimID
byte WeaponID
DebugCSP
Supported Mods: Natural Selection
Note: No Information is available for this message.
DelEntHier
Supported Mods: Natural Selection
Note: No Information is available for this message.
DelParts
Supported Mods: Natural Selection
Note: No Information is available for this message.
Detpack
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
EditPS
Supported Mods: Natural Selection
Note: No Information is available for this message.
EndRnd
Supported Mods: Ricochet
Note: No Information is available for this message.
EntHier
Supported Mods: Natural Selection
Note: No Information is available for this message.
Feign
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
FlagIcon
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
FlagTimer
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
FlashBat
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the flashlight battery charge on the HUD.
Name: FlashBat
Structure:
byte ChargePercentage
Flashlight
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the flashlight state and battery charge on the HUD. If Flag is set to 1 the flashlight HUD icon will be shown as active.
Name: Flashlight
Structure:
byte Flag
byte ChargePercent
Fog
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Natural Selection • Sven Co-op
Note: mp_Fog 1 for fog in Counter-Strike
Name: Fog
Structure:
byte FogValue
byte FogValue
byte Unknown
ForceCam
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently unknown. Note that this message doesn't actually change any of the spectating rules for the client.
Note: Even if mp_forcechasecam is set to 2, it is sent by this message as 1.
Name: ForceCam
Structure:
byte ForcecamValue
byte ForcechasecamValue
byte Unknown
Frags
Supported Mods: Day of Defeat
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.
Name: Frags
Structure:
byte PlayerID
short Kills
Frozen
Supported Mods: Ricochet
Note: No Information is available for this message.
GameMode
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message informs the client of the current game mode.
Name: GameMode
Structure:
byte Game mode
GameRules
Supported Mods: Day of Defeat
Note: No Information is available for this message.
GameStatus
Supported Mods: Natural Selection
Note: No Information is available for this message.
GameTitle
Supported Mods: Deathmatch Classic • Half-Life: Opposing Force • Half-Life Deathmatch
Display game title (gametitle) - 0 is No and 1 is Yes. If write_byte 1, then Half-Life will be displayed.
Note: This only works for Half-life
Name: GameTitle
Structure:
byte 0 or 1
GargSplash
Supported Mods: Sven Co-op
Note: No Information is available for this message.
Geiger
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.
Name: Geiger
Structure:
byte Distance
Gib
Supported Mods: Sven Co-op
Note: No Information is available for this message.
HandSignal
Supported Mods: Day of Defeat
Note: No Information is available for this message.
Health
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the numerical health value on the HUD.
Name: Health
Structure:
byte Health
HideWeapon
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message hides the specified HUD elements.
Flags:
1 (1<<0) - crosshair, ammo, weapons list
2 (1<<1) - flashlight, +
4 (1<<2) - ALL
8 (1<<3) - radar, health, armor, +
16 (1<<4) - timer, +
32 (1<<5) - money, +
64 (1<<6) - crosshair
128 (1<<7) - +
Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.
Name: HideWeapon
Structure:
byte Flags
HLTV
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat
This message is sent for HLTV and is unique for each round-start.
On new round is fired 2 messages:
// reset all players health for HLTV
MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );
WRITE_BYTE( 0 ); // 0 = all players
WRITE_BYTE( 100 | 128 );
MESSAGE_END();
// reset all players FOV for HLTV
MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );
WRITE_BYTE( 0 ); // all players
WRITE_BYTE( 0 );
MESSAGE_END();
Name: HLTV
Structure:
byte ClientID
byte Flags
HostageK
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.
Name: HostageK
Structure:
byte HostageID
HostagePos
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.
Note: It is called with Flag set to 1 on player HUD full update.
Name: HostagePos
Structure:
byte Flag
byte HostageID
coord CoordX
coord CoordY
coord CoordZ
HudColor
Supported Mods: Half-Life: Opposing Force
This message sets HudColor. Set HUD color in RGB.
Note: This only works for OP4. Affects weapon pick-ups, health, armor, and ammo.
Name: HudColor
Structure:
byte 0-255 RED
byte 0-255 GRN
byte 0-255 BLU
HudText
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message prints HUD text.
Note: Prints message with specified style in titles.txt with small signs (like in HL)
Name: HudText
Structure:
string TextCode
byte InitHUDstyle
HudText2
Supported Mods: Natural Selection
Note: No Information is available for this message.
HudTextArgs
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message prints HUD text.
Note: An example of TextCode could be "#Hint_you_have_the_bomb".
Note: Prints message with specified style in titles.txt with Big signs (CS Default)
Note: If you have problems specifying the last two arguments, use 1 and 0 respectively.
Name: HudTextArgs
Structure:
string TextCode
byte InitHUDstyle
byte NumberOfSubMessages
string SubMsg
string SubMsg
string ...
HudTextPro
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message prints HUD text.
Note: Prints message with specified style in titles.txt with Big signs (CS Default)
Name: HudText
Structure:
string TextCode
byte InitHUDstyle
InitHUD
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message initializes the HUD.
Note: This message has no arguments.
Name: InitHUD
Structure:
InitObj
Supported Mods: Day of Defeat
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.
Name: InitObj
Structure:
byte TotalObjectives
Objective ...
...
TotalObjectives represents the number of Objective sub-messages that are present. Each Objective sub-message is in the following format:
Name: Objective
Structure:
short EntityID?
byte ObjectiveID?
byte TeamID
byte Unknown
byte Unknown
byte Unknown
byte Unknown
coord CoordX?
coord CoordY?
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).
IssueOrder
Supported Mods: Natural Selection
Note: No Information is available for this message.
ItemPickup
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message temporarily draws a corresponding item HUD icon in the middle of the right side of the screen.
Note: Draw time is dependent on the hud_drawhistory_time client CVar value.
Name: ItemPickup
Structure:
string ItemName
Items
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
ItemStatus
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message notifies the client about carried items.
Example of some item bits:
1 (1<<0) - nightvision goggles
2 (1<<1) - defusal kit
Name: ItemStatus
Structure:
byte ItemsBitSum
ListPS
Supported Mods: Natural Selection
Note: No Information is available for this message.
Location
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message is sent when a player changes zones on a map.
Name: Location
Structure:
byte PlayerId
string LocationName
MapList
Supported Mods: Sven Co-op
Note: No Information is available for this message.
MapMarker
Supported Mods: Day of Defeat
Note: No Information is available for this message.
MiniMap
Supported Mods: Natural Selection
Note: No Information is available for this message.
Money
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message updates the amount of money on the HUD. If the Flag is 1, the amount of money added will also be displayed.
Name: Money
Structure:
long Amount
byte Flag
Monitor
Supported Mods: Sven Co-op
Note: No Information is available for this message.
MOTD
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message displays the MOTD window.
Note: Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.
Name: MOTD
Structure:
byte Flag
string Text
NextMap
Supported Mods: Sven Co-op
Note: No Information is available for this message.
NexusBytes
Supported Mods: Natural Selection
Note: No Information is available for this message.
NVGToggle
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message toggles night vision mode. For Flag: 1 is on, 0 is off.
Name: NVGToggle
Structure:
byte Flag
Object
Supported Mods: Day of Defeat
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the HUD. An example Sprite is sprites/mapsprites/ae_satchel2.spr.
Name: Object
Structure:
string Sprite
ObjScore
Supported Mods: Day of Defeat
This message sets a player's score, as seen on the scoreboard.
Name: ObjScore
Structure:
byte PlayerID
short Score
OldWeapon
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
Particles
Supported Mods: Natural Selection
Note: No Information is available for this message.
PClass
Supported Mods: Day of Defeat
Note: No Information is available for this message.
Name: PClass
Structure:
byte PlayerID?
byte Unknown
PlayerIcon
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
PlayersIn
Supported Mods: Day of Defeat
Note: No Information is available for this message.
PlayHUDNot
Supported Mods: Natural Selection
Note: No Information is available for this message.
Playlist
Supported Mods: Sven Co-op
Note: No Information is available for this message.
PlyrBrowse
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
Portal
Supported Mods: Sven Co-op
Note: No Information is available for this message.
Powerup
Supported Mods: Ricochet
Note: No Information is available for this message.
ProfileInfo
Supported Mods: Natural Selection
Note: No Information is available for this message.
Progress
Supported Mods: Natural Selection
Note: No Information is available for this message.
ProgUpdate
Supported Mods: Day of Defeat
Note: No Information is available for this message.
PShoot
Supported Mods: Day of Defeat
Note: No Information is available for this message.
PStatus
Supported Mods: Day of Defeat
This message is sent along with Object when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.
Name: PStatus
Structure:
byte PlayerID?
byte Unknown
PTeam
Supported Mods: Day of Defeat
Note: No Information is available for this message.
QItems
Supported Mods: Deathmatch Classic
Note: No Information is available for this message.
Radar
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message draws/updates the dot on the HUD radar which indicates the given player position.
Note: This works for teammates only.
Name: Radar
Structure:
byte PlayerID
coord CoordX
coord CoordY
coord CoordZ
RampSprite
Supported Mods: Sven Co-op
Note: No Information is available for this message.
RandomPC
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
ReceiveW
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.
Note: Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1
(right after putinserver or after fullupdate command)
Mode: 1 is for rain effect, 2 is for snow effect
Though mode 0 is never sent by the game itself, it removes the weather effect.
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect
Name: ReceiveW
Structure:
byte Mode
ReloadDone
Supported Mods: Day of Defeat
Note: No Information is available for this message.
ReloadSound
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message plays generic reload sounds.
Note: Setting IsNotShotgun to 1 will play weapons/generic_reload.wav
Note: Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav
Name: ReloadSound
Structure:
byte Volume * 255
byte IsNotShotgun
ReqState
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
Note: No Information is available for this message.
Note: This message has no arguments.
Name: ReqState
Structure:
ResetFade
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
ResetHUD
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message resets the HUD.
Note: This message has no arguments.
Name: ResetHUD
Structure:
ResetSens
Supported Mods: Day of Defeat
This message resets the client's sensitivity?
Note: This message has no arguments.
Name: ResetSens
Structure:
Reward
Supported Mods: Ricochet
Note: No Information is available for this message.
RoundState
Supported Mods: Day of Defeat
Note: No Information is available for this message.
RoundTime
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message updates the round timer on the HUD. Time is in seconds.
Name: RoundTime
Structure:
short Time
SayText
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message prints say HUD text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #Cstrike_Name_Change.
Note: For #Cstrike_Name_Change String2 is an old name and String3 is a new name.
Name: SayText
Structure:
byte SenderID
string String1
string String2
string String3
Scenario
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
If Active is 0, this display will be hidden. If Active is 1, this displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted.
Scenario message in CS, using the following parameters: 1, d_mp5navy, 150
Note: If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0.
Note: This works in both CS and CZ!
Note: In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round.
Name: Scenario
Structure:
byte Active
string Sprite
byte Alpha
short FlashRate
short FlashDelay
Scope
Supported Mods: Day of Defeat
Note: No Information is available for this message.
Name: Scope
Structure:
byte Unknown
ScoreAttrib
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message updates the scoreboard attribute for the specified player. For the 2nd argument, 0 is nothing, (1<<0) i.e. 1 is dead, (1<<1) i.e. 2 is bomb, (1<<2) i.e. 4 is VIP, (1<<3) i.e. 8 is defuse kit.
Note: Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags.
Name: ScoreAttrib
Structure:
byte PlayerID
byte Flags
ScoreInfo
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses ScoreShort and ObjScore instead of this message to update score and deaths.
Note: In CS the 4th argument (ClassID) is always equal to 0.
See CS Team Constants for team indices constants list.
Name: ScoreInfo
Structure:
byte PlayerID
short Score
short Deaths
short ClassID
short TeamID
ScoreInfoLong
Supported Mods: Day of Defeat
Note: Although Metamod lists this message, it doesn't appear to be used or even a valid message name.
ScoreShort
Supported Mods: Day of Defeat
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.
Note: The fifth argument appears to be the same as the refresh parameter used in dod_set_pl_deaths and was always 1 in my testing.
Name: ScoreShort
Structure:
byte PlayerID
short Score
short Kills
short Deaths
short Refresh?
ScreenFade
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message fades the screen.
Note: Duration and HoldTime is in special units. 1 second is equal to (1<<12) i.e. 4096 units.
Flags (from HLSDK):
FFADE_IN 0x0000 // Just here so we don't pass 0 into the function
FFADE_OUT 0x0001 // Fade out (not in)
FFADE_MODULATE 0x0002 // Modulate (don't blend)
FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received
Name: ScreenFade
Structure:
short Duration
short HoldTime
short Flags
byte ColorR
byte ColorG
byte ColorB
byte Alpha
ScreenShake
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message shakes the screen.
Note: All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units.
Name: ScreenShake
Structure:
short Amplitude
short Duration
short Frequency
SecAmmoIcon
Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero
This message creates an icon at the bottom right corner of the screen. TFC uses it to display carried grenade icon. It is not registered in other mods, but it is still useable though.
Note: icon is any sprite name from hud.txt.
Note: this message will have effect only when sent in conjuction with SecAmmoVal message.
Name: SecAmmoIcon
Structure:
string icon
SecAmmoVal
Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero
It is used to show carried grenade amount in TFC; it is disabled on all other mods, but it is still useable though.
Note: Slots range from 1 to 4.
Note: Sending 0 as amount for all slots will remove the effect of this message.
Name: SecAmmoVal
Structure:
byte slot
byte amount
SelAmmo
Supported Mods: Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
Note: No Information is available for this message.
SendAudio
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw".
Name: SendAudio
Structure:
byte SenderID
string AudioCode
short Pitch
ServerName
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message sends the server name to a client.
Name: ServerName
Structure:
string ServerName
ServerVar
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetFOV
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message sets the specified field of view.
Name: SetFOV
Structure:
byte Degrees
SetGmma
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetMenuTeam
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
SetObj
Supported Mods: Day of Defeat
Note: No Information is available for this message.
Name: SetObj
Structure:
byte Unknown1
byte Unknown2
byte Unknown3
SetOrder
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetRequest
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetSelect
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetTech
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetTopDown
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetUpgrades
Supported Mods: Natural Selection
Note: No Information is available for this message.
SetupMap
Supported Mods: Natural Selection
Note: No Information is available for this message.
ShadowIdx
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
Note: Creates/Hides shadow beneath player.
Note: Passing 0 as the argument will hide the shadow.
Name: ShadowIdx
Structure:
long spriteIndex
ShieldRic
Supported Mods: Sven Co-op
Note: No Information is available for this message.
ShkFlash
Supported Mods: Sven Co-op
Note: No Information is available for this message.
ShowMenu
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message displays a "menu" to a player (text on the left side of the screen). It acts like AMXX's show_menu (in fact, this is how AMXX shows a menu).
Note: Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0.
Name: ShowMenu
Structure:
short KeysBitSum
char Time
byte Multipart
string Text
ShowTimer
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message forces the round timer to display.
Note: This message has no arguments.
Name: ShowTimer
Structure:
Sky3D
Supported Mods: Sven Co-op
Note: No Information is available for this message.
SoundList
Supported Mods: Sven Co-op
Note: No Information is available for this message.
SoundNames
Supported Mods: Natural Selection
Note: No Information is available for this message.
Speaksent
Supported Mods: Sven Co-op
Note: No Information is available for this message.
SpecFade
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
SpecHealth
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Team Fortress Classic
This message updates a spectator's screen with health of the currently spectated player, on health change (on TakeDamage, doesn't seems to be sent anywhere else).
Note: Previous information has been checked on cs1.6/cz only
Name: SpecHealth
Structure:
byte Health
SpecHealth2
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message updates a spectator's screen with the name and health of the given player when player is freshly spectated.
Name: SpecHealth2
Structure:
byte Health
byte PlayerID
Spectator
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic
This message is sent when a player becomes an observer/spectator.
Note: On join to Spectators this usually is fired twice in a row.
Name: Spectator
Structure:
byte ClientID
byte IsSpectator
SporeTrail
Supported Mods: Sven Co-op
Note: No Information is available for this message.
SRDetonate
Supported Mods: Sven Co-op
Note: No Information is available for this message.
SRPrimed
Supported Mods: Sven Co-op
Note: No Information is available for this message.
SRPrimedOff
Supported Mods: Sven Co-op
Note: No Information is available for this message.
StartProg
Supported Mods: Day of Defeat
Note: No Information is available for this message.
StartProgF
Supported Mods: Day of Defeat
Note: No Information is available for this message.
StartRnd
Supported Mods: Ricochet
Note: No Information is available for this message.
StartSound
Supported Mods: Sven Co-op
Note: No Information is available for this message.
StatsInfo
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
StatsPlayer
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
StatusIcon
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Half-Life: Opposing Force • Team Fortress Classic
This message draws/removes the specified status HUD icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and are required only if Status isn't equal to 0.
Name: StatusIcon
Structure:
byte Status
string SpriteName
byte ColorR
byte ColorG
byte ColorB
StatusText
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Natural Selection • Team Fortress Classic • Half-Life Deathmatch
This message specifies the status text format.
Name: StatusText
Structure:
byte Unknown
string Text
StatusValue
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Team Fortress Classic • Half-Life Deathmatch
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all.
Usually this is fired as a triple message, for example:
{1, 2} - non-teammate player
{2, 17} - player index is 17
{3, 59} - player health is 59
Name: StatusValue
Structure:
byte Flag
short Value
TaskTime
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.
If Time is -1, the timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.
If Active is true, timer counts down. Otherwise, it is paused.
If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).
Note: This event can only be used on missions that have an objective requiring a secondary timer!
Name: TaskTime
Structure:
short Time
byte Active
byte Fade
TE_CUSTOM
Supported Mods: Sven Co-op
Note: No Information is available for this message.
TeamFull
Supported Mods: Half-Life: Opposing Force
Note: No Information is available for this message.
TeamInfo
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message sets the team information for the given player.
Note: In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR".
Name: TeamInfo
Structure:
byte PlayerID
string TeamName
TeamNames
Supported Mods: Half-Life: Opposing Force • Natural Selection • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
Note: No Information is available for this message.
TeamScore
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message updates the team score on the scoreboard.
Note: This message has different parameters depending upon the mod.
Note: In CS TeamName is either "TERRORIST" or "CT".
Name: TeamScore
Structure:
string TeamName
short Score
Day of Defeat
Name: TeamScore
Structure:
byte TeamID
short Score
TechSlots
Supported Mods: Natural Selection
Note: No Information is available for this message.
TextMsg
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message prints a custom or predefined text message.
There does not necessarily have to be a total of 6 arguments; there could be as little as 2. For example, you can send a message with the following:
Arg1: 1
Arg2: #Game_join_ct
Arg3: Pimp Daddy
Name: TextMsg
Structure:
byte DestinationType
string Message
string Submsg
string Submsg
string Submsg
string Submsg
TimeEnd
Supported Mods: Sven Co-op
Note: No Information is available for this message.
TimeLeft
Supported Mods: Day of Defeat
Note: No Information is available for this message.
TimerStatus
Supported Mods: Day of Defeat
Note: No Information is available for this message.
ToxicCloud
Supported Mods: Sven Co-op
Note: No Information is available for this message.
TracerDecal
Supported Mods: Sven Co-op
Note: No Information is available for this message.
Train
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message displays the speed bar used for controlling a train.
Note: Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)
Name: Train
Structure:
byte Speed
TurretLaser
Supported Mods: Sven Co-op
Note: No Information is available for this message.
TutorClose
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message closes all CZ-style tutor popups.
Note: This message has no arguments.
Name: TutorClose
Structure:
TutorLine
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
Note: No Information is available for this message.
Name: TutorLine
Structure:
short Unknown1
short Unknown2
TutorState
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
Note: No Information is available for this message.
Name: TutorState
Structure:
string Unknown
TutorText
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero
This message is used to display a CZ-style tutor popup.
Note: If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.
Note: TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0
Note: IsDead is the message receiver alive status
DEFAULT 1 // 1<<0 | GREEN | INFO
FRIENDDEATH 2 // 1<<1 | RED | SKULL
ENEMYDEATH 4 // 1<<2 | BLUE | SKULL
SCENARIO 8 // 1<<3 | YELLOW | INFO
BUY 16 // 1<<4 | GREEN | INFO
CAREER 32 // 1<<5 | GREEN | INFO
HINT 64 // 1<<6 | GREEN | INFO
INGAMEHINT 128 // 1<<7 | GREEN | INFO
ENDGAME 256 // 1<<8 | YELLOW | INFO
Name: TutorText
Structure:
string String
byte NumberOfSubMsgs
string SubMessage
string ...
short TutorMessageEventId
short IsDead
short Type
UseSound
Supported Mods: Day of Defeat
Note: No Information is available for this message.
ValClass
Supported Mods: Team Fortress Classic
Note: No Information is available for this message.
VGUIMenu
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Half-Life: Opposing Force • Sven Co-op • Team Fortress Classic
This message displays a predefined VGUI menu.
Name: VGUIMenu
Structure:
byte MenuID
short KeysBitSum
char Time?
byte Multipart?
string Name?
ViewMode
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Team Fortress Classic
Note: No Information is available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).
Note: This message has no arguments.
Name: ViewMode
Structure:
VoiceMask
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message tells a client whom they can hear over the microphone.
Name: VoiceMask
Structure:
long AudiblePlayersIndexBitSum
long ServerBannedPlayersIndexBitSum
VoteMenu
Supported Mods: Sven Co-op
Note: No Information is available for this message.
WaveStatus
Supported Mods: Day of Defeat
Note: No Information is available for this message.
WaveTime
Supported Mods: Day of Defeat
Note: No Information is available for this message.
WeaponList
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message configures the HUD weapons list.
Note: This is fired on map initialization.
Note: SlotID starts from 0.
Flags (from HLSDK):
ITEM_FLAG_SELECTONEMPTY 1
ITEM_FLAG_NOAUTORELOAD 2
ITEM_FLAG_NOAUTOSWITCHEMPTY 4
ITEM_FLAG_LIMITINWORLD 8
ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon.
Note: See CS Weapons Information for more information.
Name: WeaponList
Structure:
string WeaponName
byte PrimaryAmmoID
byte PrimaryAmmoMaxAmount
byte SecondaryAmmoID
byte SecondaryAmmoMaxAmount
byte SlotID
byte NumberInSlot
byte WeaponID
byte Flags
WeapPickup
Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch
This message temporarily draws the corresponding weapon HUD icon in the middle of the right side of the screen.
Note: Draw time depends on the hud_drawhistory_time client CVar value.
Note: This is fired right before weapon is picked up (notice "before").
Note: See CS Weapons Information for more information.
Name: WeapPickup
Structure:
byte WeaponID
Weather
Supported Mods: Day of Defeat
Note: No Information is available for this message.
WeatherFX
Supported Mods: Sven Co-op
Note: No Information is available for this message.
YouDied
Supported Mods: Day of Defeat
This message is sent to a player when they die.