Left 4 Dead Events
- Refer back to Game Events (Source) for more events.
player_death
Note:
| Name: | player_death | |||||||||||||||||||||||||||||||||||||||||||||
| Structure: |
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player_hurt
Note: Registers all playable classes (Hunter, Smoker, Boomer, Tank, Survivors). See infected_hurt for Witch and Common Infected
| Name: | player_hurt | |||||||||||||||||||||||||||||||||
| Structure: |
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player_team
Note: player change his team
| Name: | player_team | ||||||||||||||||||
| Structure: |
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player_bot_replace
Note: Bot replaced a player
| Name: | player_bot_replace | ||||||
| Structure: |
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bot_player_replace
Note: Player replaced a bot
| Name: | bot_player_replace | ||||||
| Structure: |
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player_afk
Note:
| Name: | player_afk | |||
| Structure: |
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weapon_fire
Note:
| Name: | weapon_fire | |||||||||||||||
| Structure: |
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weapon_fire_on_empty
Note:
| Name: | weapon_fire_on_empty | ||||||||||||
| Structure: |
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weapon_reload
Note:
| Name: | weapon_reload | ||||||
| Structure: |
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weapon_zoom
Note:
| Name: | weapon_zoom | |||
| Structure: |
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ability_use
Note:
| Name: | ability_use | |||||||||
| Structure: |
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ammo_pickup
Note:
| Name: | ammo_pickup | |||
| Structure: |
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item_pickup
Note:
| Name: | item_pickup | ||||||
| Structure: |
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grenade_bounce
Note:
| Name: | grenade_bounce | |||
| Structure: |
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hegrenade_detonate
Note:
| Name: | hegrenade_detonate | |||
| Structure: |
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bullet_impact
Note:
| Name: | bullet_impact | ||||||||||||
| Structure: |
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player_footstep
Note:
| Name: | player_footstep | |||
| Structure: |
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player_jump
Note:
| Name: | player_jump | |||
| Structure: |
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player_blind
Note:
| Name: | player_blind | |||
| Structure: |
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player_falldamage
Note:
| Name: | player_falldamage | |||||||||
| Structure: |
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player_ledge_grab
Note:
| Name: | player_ledge_grab | |||||||||
| Structure: |
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player_ledge_release
Note:
| Name: | player_ledge_release | |||
| Structure: |
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door_moving
Note:
| Name: | door_moving | ||||||
| Structure: |
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door_open
Note:
| Name: | door_open | |||||||||
| Structure: |
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door_close
Note:
| Name: | door_close | ||||||
| Structure: |
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door_unlocked
Note:
| Name: | door_unlocked | ||||||
| Structure: |
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rescue_door_open
Note:
| Name: | rescue_door_open | ||||||
| Structure: |
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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: |
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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: |
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waiting_checkpoint_button_used
Note: Someone tried to push a button that's locked until everyone is gathered
| Name: | waiting_checkpoint_button_used | |||
| Structure: |
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success_checkpoint_button_used
Note: Someone pushed a button that's locked until everyone is gathered
| Name: | success_checkpoint_button_used | |||
| Structure: |
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round_freeze_end
Note:
| Name: | round_freeze_end | |||
| Structure: |
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round_start_pre_entity
Note:
| Name: | round_start_pre_entity | |||
| Structure: |
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Note:
| Name: | round_start_post_nav | |||
| Structure: |
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Note:
| Name: | nav_blocked | ||||||
| Structure: |
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Note:
| Name: | nav_generate | |||
| Structure: |
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round_end_message
Note:
| Name: | round_end_message | |||||||||
| Structure: |
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vote_ended
Note:
| Name: | vote_ended | |||
| Structure: |
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vote_started
Note:
| Name: | vote_started | ||||||||||||
| Structure: |
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vote_changed
Note:
| Name: | vote_changed | |||||||||
| Structure: |
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vote_passed
Note:
| Name: | vote_passed | |||||||||
| Structure: |
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vote_failed
Note:
| Name: | vote_failed | |||
| Structure: |
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vote_cast_yes
Note:
| Name: | vote_cast_yes | ||||||
| Structure: |
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vote_cast_no
Note:
| Name: | vote_cast_no | ||||||
| Structure: |
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infected_hurt
Note: Registers for non-playable classes (Common Infected, Witch). See player_hurt for other playable classes
| Name: | infected_hurt | ||||||||||||||||||
| Structure: |
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infected_death
Note:
| Name: | infected_death | ||||||||||||
| Structure: |
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hostname_changed
Note:
| Name: | hostname_changed | |||
| Structure: |
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difficulty_changed
Note:
| Name: | difficulty_changed | ||||||
| Structure: |
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finale_start
Note:
| Name: | finale_start | |||
| Structure: |
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finale_rush
Note:
| Name: | finale_rush | |||
| Structure: |
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finale_escape_start
Note:
| Name: | finale_escape_start | |||
| Structure: |
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finale_vehicle_ready
Note:
| Name: | finale_vehicle_ready | |||
| Structure: |
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finale_vehicle_leaving
Note:
| Name: | finale_vehicle_leaving | |||
| Structure: |
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finale_win
Note:
| Name: | finale_win | ||||||
| Structure: |
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mission_lost
Note: As in, the survivor team failed. Opposite of finale_win, but not necessarily during the finale.
| Name: | mission_lost | |||
| Structure: |
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finale_radio_start
Note:
| Name: | finale_radio_start | |||
| Structure: |
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finale_radio_damaged
Note:
| Name: | finale_radio_damaged | |||
| Structure: |
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final_reportscreen
Note: Right before the final report screen comes up, let awards possibly fire
| Name: | final_reportscreen | |||
| Structure: |
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map_transition
Note:
| Name: | map_transition | |||
| Structure: |
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player_transitioned
Note:
| Name: | player_transitioned | |||
| Structure: |
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heal_begin
Note:
| Name: | heal_begin | ||||||
| Structure: |
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heal_success
Note:
| Name: | heal_success | |||||||||
| Structure: |
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heal_end
Note:
| Name: | heal_end | ||||||
| Structure: |
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heal_interrupted
Note:
| Name: | heal_interrupted | ||||||
| Structure: |
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give_weapon
Note:
| Name: | give_weapon | |||||||||
| Structure: |
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pills_used
Note:
| Name: | pills_used | ||||||
| Structure: |
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pills_used_fail
Note:
| Name: | pills_used_fail | |||
| Structure: |
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revive_begin
Note:
| Name: | revive_begin | ||||||
| Structure: |
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revive_success
Note:
| Name: | revive_success | ||||||||||||
| Structure: |
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revive_end
Note:
| Name: | revive_end | |||||||||
| Structure: |
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drag_begin
Note:
| Name: | drag_begin | ||||||
| Structure: |
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drag_end
Note:
| Name: | drag_end | ||||||
| Structure: |
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player_incapacitated
Note: when a player becomes incapacitated
| Name: | player_incapacitated | ||||||||||||||||||
| Structure: |
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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: |
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player_entered_start_area
Note: when a player spawns into the player start area
| Name: | player_entered_start_area | |||
| Structure: |
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player_first_spawn
Note: when a player spawns for the first time in a given mission
| Name: | player_first_spawn | |||||||||
| Structure: |
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player_left_start_area
Note: when a player leaves the player start area
| Name: | player_left_start_area | |||
| Structure: |
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player_entered_checkpoint
Note: when a basecombatcharacter enters a checkpoint area
| Name: | player_entered_checkpoint | |||||||||||||||
| Structure: |
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player_left_checkpoint
Note: when a player leaves a checkpoint area
| Name: | player_left_checkpoint | |||||||||
| Structure: |
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player_shoved
Note:
| Name: | player_shoved | ||||||
| Structure: |
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entity_shoved
Note:
| Name: | entity_shoved | ||||||
| Structure: |
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player_jump_apex
Note:
| Name: | player_jump_apex | |||
| Structure: |
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player_blocked
Note:
| Name: | player_blocked | ||||||
| Structure: |
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player_now_it
Note:
| Name: | player_now_it | ||||||||||||
| Structure: |
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player_no_longer_it
Note:
| Name: | player_no_longer_it | |||
| Structure: |
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witch_harasser_set
Note:
| Name: | witch_harasser_set | ||||||
| Structure: |
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witch_spawn
Note:
| Name: | witch_spawn | |||
| Structure: |
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witch_killed
Note:
| Name: | witch_killed | |||||||||
| Structure: |
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tank_spawn
Note:
| Name: | tank_spawn | ||||||
| Structure: |
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melee_kill
Note:
| Name: | melee_kill | |||||||||
| Structure: |
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area_cleared
Note:
| Name: | area_cleared | ||||||
| Structure: |
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award_earned
Note:
| Name: | award_earned | ||||||||||||
| Structure: |
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tongue_grab
Note:
| Name: | tongue_grab | ||||||
| Structure: |
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tongue_broke_bent
Note:
| Name: | tongue_broke_bent | |||
| Structure: |
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tongue_broke_victim_died
Note:
| Name: | tongue_broke_victim_died | |||
| Structure: |
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tongue_release
Note:
| Name: | tongue_release | |||||||||
| Structure: |
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choke_start
Note:
| Name: | choke_start | |||||||||
| Structure: |
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choke_end
Note:
| Name: | choke_end | ||||||
| Structure: |
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choke_stopped
Note:
| Name: | choke_stopped | ||||||
| Structure: |
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tongue_pull_stopped
Note:
| Name: | tongue_pull_stopped | ||||||
| Structure: |
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lunge_shove
Note:
| Name: | lunge_shove | ||||||
| Structure: |
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lunge_pounce
Note:
| Name: | lunge_pounce | ||||||||||||
| Structure: |
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pounce_end
Note:
| Name: | pounce_end | ||||||
| Structure: |
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pounce_stopped
Note:
| Name: | pounce_stopped | ||||||
| Structure: |
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fatal_vomit
Note:
| Name: | fatal_vomit | ||||||
| Structure: |
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survivor_call_for_help
Note:
| Name: | survivor_call_for_help | ||||||
| Structure: |
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survivor_rescued
Note:
| Name: | survivor_rescued | ||||||
| Structure: |
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survivor_rescue_abandoned
Note:
| Name: | survivor_rescue_abandoned | |||
| Structure: |
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relocated
Note:
| Name: | relocated | |||
| Structure: |
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respawning
Note:
| Name: | respawning | |||
| Structure: |
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tank_frustrated
Note:
| Name: | tank_frustrated | |||
| Structure: |
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weapon_given
Note:
| Name: | weapon_given | ||||||||||||
| Structure: |
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weapon_give_duplicate_fail
Note:
| Name: | weapon_give_duplicate_fail | |||||||||
| Structure: |
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break_breakable
Note: Override from gameevents.res
| Name: | break_breakable | ||||||||||||
| Structure: |
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achievement_earned
Note:
| Name: | achievement_earned | ||||||
| Structure: |
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spec_target_updated
Note:
| Name: | spec_target_updated | |||
| Structure: |
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spawner_give_item
Note: A spawner has given a player an item (weapon, pills, ammo, health kit, etc)
| Name: | spawner_give_item | |||||||||
| Structure: |
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create_panic_event
Note: A panic event has been created, though not necessarily started
| Name: | create_panic_event | |||
| Structure: |
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explain_pills
Note:
| Name: | explain_pills | |||
| Structure: |
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explain_weapons
Note:
| Name: | explain_weapons | |||
| Structure: |
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entity_visible
Note:
| Name: | entity_visible | ||||||||||||
| Structure: |
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boomer_near
Note:
| Name: | boomer_near | ||||||
| Structure: |
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explain_pre_radio
Note: explain the rescue radio will remind you to ready for the finale
| Name: | explain_pre_radio | ||||||
| Structure: |
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started_pre_radio
Note: explain the rescue radio will remind you to ready for the finale
| Name: | started_pre_radio | ||||||
| Structure: |
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explain_radio
Note: explain the rescue radio will start the finale
| Name: | explain_radio | ||||||
| Structure: |
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explain_gas_truck
Note: explain how pulling the lever on the gas truck will start the finale
| Name: | explain_gas_truck | ||||||
| Structure: |
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explain_panic_button
Note: explain that pressing this button will start a panic event.
| Name: | explain_panic_button | ||||||
| Structure: |
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explain_elevator_button
Note: explain how to operate the hospital elevator button.
| Name: | explain_elevator_button | ||||||
| Structure: |
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explain_lift_button
Note: explain how to operate the lift button.
| Name: | explain_lift_button | ||||||
| Structure: |
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explain_church_door
Note: explain how to provoke the crazy church guy.
| Name: | explain_church_door | ||||||
| Structure: |
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explain_emergency_door
Note: explain how to open the emergency door.
| Name: | explain_emergency_door | ||||||
| Structure: |
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explain_crane
Note: explain how to lower the box on the crane.
| Name: | explain_crane | ||||||
| Structure: |
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explain_bridge
Note: explain how to close the gates to make a bridge.
| Name: | explain_bridge | ||||||
| Structure: |
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explain_gas_can_panic
Note: explain how to shoot the gas can.
| Name: | explain_gas_can_panic | ||||||
| Structure: |
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explain_van_panic
Note: explain how to start the van.
| Name: | explain_van_panic | ||||||
| Structure: |
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explain_mainstreet
Note: explain how to lower the forklift
| Name: | explain_mainstreet | ||||||
| Structure: |
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explain_train_lever
Note: explain how to operate the train lever.
| Name: | explain_train_lever | ||||||
| Structure: |
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explain_disturbance
Note: explain that disturbances (car alarm) attract infected horde
| Name: | explain_disturbance | ||||||
| Structure: |
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use_target
Note: a new use target has been found
| Name: | use_target | |||||||||
| Structure: |
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player_use
Note: a new use target has been found
| Name: | player_use | ||||||
| Structure: |
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friendly_fire
Note:
| Name: | friendly_fire | ||||||||||||
| Structure: |
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gameinstructor_draw
Note:
| Name: | gameinstructor_draw | |||
| Structure: |
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gameinstructor_nodraw
Note:
| Name: | gameinstructor_nodraw | |||
| Structure: |
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player_talking_state
Note:
| Name: | player_talking_state | ||||||
| Structure: |
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weapon_pickup
Note:
| Name: | weapon_pickup | |||||||||
| Structure: |
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hunter_punched
Note:
| Name: | hunter_punched | |||||||||
| Structure: |
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hunter_headshot
Note:
| Name: | hunter_headshot | |||||||||
| Structure: |
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zombie_ignited
Note:
| Name: | zombie_ignited | |||||||||
| Structure: |
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boomer_exploded
Note:
| Name: | boomer_exploded | |||||||||
| Structure: |
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non_pistol_fired
Note:
| Name: | non_pistol_fired | |||
| Structure: |
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weapon_fire_at_40
Note:
| Name: | weapon_fire_at_40 | ||||||||||||
| Structure: |
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player_hurt_concise
Note:
| Name: | player_hurt_concise | |||||||||
| Structure: |
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tank_killed
Note:
| Name: | tank_killed | |||||||||
| Structure: |
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achievement_write_failed
Note:
| Name: | achievement_write_failed | |||
| Structure: |
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ghost_spawn_time
Note:
| Name: | ghost_spawn_time | ||||||
| Structure: |
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