Nuclear Dawn Events
- Refer back to Game Events (Source) for more events.
player_death
Note:
| Name: | player_death | |||||||||||||||||||||
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player_hurt
Note:
| Name: | player_hurt | ||||||||||||||||||||||||
| Structure: |
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player_changeclass
Note: Called when a player changes class
| Name: | player_changeclass | |||||||||
| Structure: |
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spec_target_updated
Note:
| Name: | spec_target_updated | |||
| Structure: |
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achievement_earned
Note:
| Name: | achievement_earned | ||||||
| Structure: |
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player_spawned_at_tgate
Note:
| Name: | player_spawned_at_tgate | |||
| Structure: |
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structure_death
Note: fired when we sell a structure
| Name: | structure_death | |||||||||||||||
| Structure: |
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structure_damage_sparse
Note: is only fired for every 100hp taken. no spamz here
| Name: | structure_damage_sparse | ||||||||||||
| Structure: |
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structure_sold
Note: fired when we sell a structure
| Name: | structure_sold | ||||||
| Structure: |
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structure_fully_auto_repaired
Note: fired when a damaged structure gets healed to 100% hp using auto repair
| Name: | structure_fully_auto_repaired | |||||||||
| Structure: |
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structure_fully_man_repaired
Note: fired when a damaged structure gets healed to 100% hp by supports
| Name: | structure_fully_man_repaired | ||||||||||||
| Structure: |
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structure_built
Note: structure fully built. fired client-side. commander only. same team.
| Name: | structure_built | |||
| Structure: |
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structure_power_outage
Note: structure out of power. fired client-side. commander only. same team.
| Name: | structure_power_outage | |||
| Structure: |
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resource_start_capture
Note: Used to show the capture hud panel
| Name: | resource_start_capture | |||||||||||||||
| Structure: |
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resource_end_capture
Note: Used to hide the capture hud panel
| Name: | resource_end_capture | ||||||
| Structure: |
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resource_break_capture
Note:
| Name: | resource_break_capture | ||||||
| Structure: |
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resource_extract
Note: Resource point has extracted some resources
| Name: | resource_extract | ||||||
| Structure: |
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resource_captured
Note: When a resource point gets fully captured by a team
| Name: | resource_captured | |||||||||
| Structure: |
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power_requested
Note: An entity is requesting a power connection
| Name: | power_requested | ||||||
| Structure: |
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power_removed
Note: An entity is requesting a power connection
| Name: | power_removed | ||||||
| Structure: |
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power_updated
Note: When the power nexus gets updated
| Name: | power_updated | |||
| Structure: |
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enter_pregame
Note:
| Name: | enter_pregame | |||
| Structure: |
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blueprint_update
Note:
| Name: | blueprint_update | |||||||||
| Structure: |
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enter_vehicle
Note:
| Name: | enter_vehicle | |||||||||
| Structure: |
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exit_vehicle
Note:
| Name: | exit_vehicle | |||||||||
| Structure: |
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show_freezepanel
Note:
| Name: | show_freezepanel | |||
| Structure: |
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hide_freezepanel
Note:
| Name: | hide_freezepanel | |||
| Structure: |
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freezecam_started
Note:
| Name: | freezecam_started | |||
| Structure: |
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spawn_map_changed
Note: Called when a tgate is built, removed, or power state changes
| Name: | spawn_map_changed | |||
| Structure: |
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overviewmap_key_released
Note:
| Name: | overviewmap_key_released | |||
| Structure: |
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slot_key_pressed
Note:
| Name: | slot_key_pressed | |||
| Structure: |
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ironsight_key_pressed
Note:
| Name: | ironsight_key_pressed | |||
| Structure: |
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ability_key_pressed
Note:
| Name: | ability_key_pressed | |||
| Structure: |
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weapon_reload
Note:
| Name: | weapon_reload | ||||||
| Structure: |
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weapon_fire_at_40
Note:
| Name: | weapon_fire_at_40 | ||||||||||||
| Structure: |
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entity_visible
Note:
| Name: | entity_visible | ||||||||||||
| Structure: |
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player_left_bunker_building
Note:
| Name: | player_left_bunker_building | ||||||
| Structure: |
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player_entered_bunker_building
Note:
| Name: | player_entered_bunker_building | ||||||
| Structure: |
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player_entered_commander_mode
Note:
| Name: | player_entered_commander_mode | |||
| Structure: |
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player_enter_commander_mode_failed
Note:
| Name: | player_enter_commander_mode_failed | |||
| Structure: |
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player_left_commander_mode
Note:
| Name: | player_left_commander_mode | |||
| Structure: |
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player_restocked_from_supply_struct
Note:
| Name: | player_restocked_from_supply_struct | ||||||
| Structure: |
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Note:
| Name: | player_opened_armoury_menu | |||
| Structure: |
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commander_move_2d
Note:
| Name: | commander_move_2d | ||||||
| Structure: |
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commander_move_z
Note:
| Name: | commander_move_z | ||||||
| Structure: |
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commander_minimap_move
Note:
| Name: | commander_minimap_move | ||||||
| Structure: |
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player_exited_tgate
Note:
| Name: | player_exited_tgate | |||
| Structure: |
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commander_left_valid_area
Note:
| Name: | commander_left_valid_area | |||
| Structure: |
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commander_entered_valid_area
Note:
| Name: | commander_entered_valid_area | |||
| Structure: |
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round_win
Note:
| Name: | round_win | ||||||
| Structure: |
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transport_gate_created
Note:
| Name: | transport_gate_created | ||||||
| Structure: |
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last_tgate_destroyed
Note:
| Name: | last_tgate_destroyed | |||
| Structure: |
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player_stats_updated
Note:
| Name: | player_stats_updated | |||
| Structure: |
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failed_to_build
Note:
| Name: | failed_to_build | |||||||||
| Structure: |
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commander_hint_closed
Note: The local commander closed a hint (used to re-evaluate tiered hints)
| Name: | commander_hint_closed | |||
| Structure: |
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commander_selected_structure
Note: The local commander selected a structure
| Name: | commander_selected_structure | |||||||||
| Structure: |
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commander_flash_assembler_start
Note: Causes the assembler to flash
| Name: | commander_flash_assembler_start | |||
| Structure: |
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commander_flash_assembler_stop
Note: Causes the assembler to stop flashing
| Name: | commander_flash_assembler_stop | |||
| Structure: |
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commander_start_build_mode
Note: Local commander is in structure placement mode
| Name: | commander_start_build_mode | ||||||
| Structure: |
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commander_flash_supply_icon_start
Note: Start flashing the supply station build icon
| Name: | commander_flash_supply_icon_start | |||
| Structure: |
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commander_flash_supply_icon_stop
Note: Stop flashing the supply station build icon
| Name: | commander_flash_supply_icon_stop | |||
| Structure: |
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commander_start_structure_build
Note: Start a structure building
| Name: | commander_start_structure_build | ||||||
| Structure: |
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promoted_to_commander
Note:
| Name: | promoted_to_commander | ||||||
| Structure: |
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timeleft_10m
Note: 10 minutes left of the round
| Name: | timeleft_10m | |||
| Structure: |
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timeleft_5m
Note: 5 minutes left of the round
| Name: | timeleft_5m | |||
| Structure: |
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timeleft_1m
Note: 1 minute left of the round
| Name: | timeleft_1m | |||
| Structure: |
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timeleft_30s
Note: 30 seconds left of the round
| Name: | timeleft_30s | |||
| Structure: |
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timeleft_10s
Note: 10 seconds left of the round
| Name: | timeleft_10s | |||
| Structure: |
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timeleft_5s
Note: 5 seconds left of the round
| Name: | timeleft_5s | |||
| Structure: |
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ach_hospital_duty_progress
Note: progress towards hospital duty achievement. fired client-side. commander only. same team.
| Name: | ach_hospital_duty_progress | |||
| Structure: |
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ach_high_maintenance_progress
Note: progress towards high maintenance achievement. fired client-side. commander only. same team.
| Name: | ach_high_maintenance_progress | |||
| Structure: |
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forward_spawn_created
Note: Fired once a forward spawn has been created. A forward spawn is defined by any created spawn point that causes the spawn cluster centroid to be split
| Name: | forward_spawn_created | |||
| Structure: |
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research_comlete
Note: Fired when a research has finished researching
| Name: | research_comlete | |||||||||
| Structure: |
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show_annotation
Note:
| Name: | show_annotation | ||||||||||||||||||||||||||||||||||||||||||
| Structure: |
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hide_annotation
Note:
| Name: | hide_annotation | |||
| Structure: |
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end_training_session
Note:
| Name: | end_training_session | ||||||
| Structure: |
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Note:
| Name: | nav_generate | |||
| Structure: |
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medkit_heal
Note:
| Name: | medkit_heal | |||||||||||||||
| Structure: |
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emp_structure
Note:
| Name: | emp_structure | |||||||||
| Structure: |
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