Game events
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List of the events with examples- Buy Equipment
- Kill
- Say
- Planting
- Planting Stop
- Planted
- Defusing
- Defusing Stop
- Defused
- Bomb Dropped
- Bomb Picked Up
- Caster observe event
- Switch current weapon
- Pickup event
- Drop event
- Money change
- Round end event
- Nade throw event
- Nade land event
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Buy Equipmentinterface BuyEquip{ event_name: 'buy_equipment'; weapon_id: number; weapon_buyer: string; weapon_price: number; weapon_name: string; weapon_altname: string;}
Example:
//User kalle buys deagle for 650${ event_name: 'buy_equipment', weapon_id: 26, weapon_buyer: 'STEAM_0:1:115179770', weapon_price: 650, weapon_name: "deagle", weapon_altname: "nighthawk"}
Scripting reference documentation for this event
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Killinterface KillEvent{ event_name: 'kill', weapon_id: number; headshot: boolean; killer_id: string; killer_flashed: boolean; victim_id: string; victim_flashed: boolean; suicide: boolean; wallbang: boolean; suicide_reason: 'weapon_hegrenade' | 'fall' | 'weapon_c4' | 'kill' | '';}
Example:
// User kalle kills damper with deagle - headshot{ event_name: 'kill', weapon_id: 26, headshot: true, killer_id: 'STEAM_0:1:115179770', killer_flashed: true, victim_id: 'STEAM_0:1:115179770', victim_flashed: false, suicide: false, wallbang: false, suicide_reason: ''}
Scripting reference documentation for this event
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Sayinterface SayEvent{ event_name: 'user_say'; message_invoker: string; message: string;}
Example:
// User kalle say "hello"{ event_name: 'user_say', message_invoker: 'STEAM_0:1:115179770', message: 'hello'}
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Plantinginterface C4_Planting{ event_name: 'c4_planting'; plant_invoker_id: string; bombsite: 'A' | 'B';}
Example:
// User kalle started planting on A site{ event_name: 'c4_planting', plant_invoker_id: 'STEAM_0:1:115179770', bombsite: 'A'}
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Planting Stopinterface C4_Planting_Stop{ event_name: 'c4_planting_stoped'; plant_invoker_id: string; }
Example:
// User kalle stopped planting{ event_name: 'c4_planting_stoped', plant_invoker_id: 'STEAM_0:1:115179770'}
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Plantedinterface C4_Planted{ event_name: 'c4_planted'; plant_invoker_id: string; bombsite: 'A' | 'B';}
Example:
// User kalle planted C4 on A site{ event_name: 'c4_planted', plant_invoker_id: 'STEAM_0:1:115179770', bombsite: 'A',}
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Defusinginterface C4_Defusing{ event_name: 'c4_defusing'; defuse_invoker_id: string; }
Example:
// User kalle started defusing{ event_name: 'c4_defusing', defuse_invoker_id: 'STEAM_0:1:115179770',}
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Defusing Stopinterface C4_Defusing_Stop{ event_name: 'c4_defusing_stopped'; defuse_invoker_id: string; }
Example:
// User kalle stopped defusing{ event_name: 'c4_defusing_stopped', defuse_invoker_id: 'STEAM_0:1:115179770',}
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Defusedinterface C4_Defused{ event_name: 'c4_defused'; defuse_invoker_id: string; }
Example:
// User kalle defused C4{ event_name: 'c4_defused', defuse_invoker_id: 'STEAM_0:1:115179770',}
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Bomb explodedinterface C4_Exploded{ event_name: 'c4_exploded'; plant_invoker_id: string; }
Example:
// C4 with planter kalle exploded{ event_name: 'c4_exploded', plant_invoker_id: 'STEAM_0:1:115179770',}
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Bomb Droppedinterface C4_Drop{ event_name: 'c4_drop'; user_drop_id: string; }
Example:
// User kalle drop C4{ event_name: 'c4_drop', user_drop_id: 'STEAM_0:1:115179770',}
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Bomb Picked Upinterface C4_Pickup{ event_name: 'c4_pick'; user_pick_id: string; }
Example:
// User kalle picked up C4{ event_name: 'c4_pick', user_pick_id: 'STEAM_0:1:115179770',}
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Caster observe eventinterface CasterObserveEvent{ event_name: 'caster_observed_player'; user_pick_id: string; }
Example:
// User kalle picked up C4{ event_name: 'caster_observed_player', user_pick_id: 'STEAM_0:1:115179770',}
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Switch current weaponinterface SwitchCurrentWeapon{ event_name: 'weapon_switched'; user_id: string; weapon_id: number;}
Example:
// User kalle changed weapon to deagle{ event_name: 'weapon_switched', user_id: 'STEAM_0:1:115179770', weapon_id: 27}
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Pickup eventinterface PickupEvent{ event_name: 'pickup_item'; user_id: string; item_id: number; weapon_type: 'primary' | 'secondary' | 'other'; current_ammo: number; ammo_reserve: number;}
Example:
// User kalle changed pickups weapon deagle{ event_name: 'pickup_item', user_id: 'STEAM_0:1:115179770', item_id: 27, weapon_type: 'secondary'; current_ammo: 4, ammo_reserve: 27}
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Drop eventinterface DropEvent{ event_name: 'drop_item'; user_id: string; item_id: number;}
Example:
// User kalle have dropped weapon deagle{ event_name: 'drop_item', user_id: 'STEAM_0:1:115179770', item_id: 27}
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Money changeinterface MoneyEvent{ event_name: 'money_change'; user_id: string; current_money: number;}
Example:
// User kalle have now has 3700${ event_name: 'money_change', user_id: 'STEAM_0:1:115179770', current_money: 3700}
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Round end eventinterface RoundEndEvent{ event_name: 'round_end'; side_win: 'tt' | 'ct'; end_type: 'elimination' | 'c4_exploded' | 'c4_defused'; tt_rounds: number; ct_rounds: number;}
Example:
// CT team wins by eliminating whole TT team{ event_name: 'round_end', side_win: 'ct', end_type: 'elimination', tt_rounds: 11, ct_rounds: 14}
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Round start event (freeztime)interface RoundStartFreezeEvent{ event_name: 'round_start_freeze'; freeze_time: number}
Example:
// New round starts with freeztime of 10seconds{ event_name: 'round_start_freeze'; freeze_time: 10}
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Round start event (normal)interface RoundStartFreezeEvent{ event_name: 'round_start_normal'; round_time: number}
Example:
// New round starts with freeztime of 105 seconds (1:45){ event_name: 'round_start_normal'; freeze_time: 105}
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Nade throw eventinterface NadeThrowEvent{ event_name: 'nade_throw'; invoker_id: string; nade_type: string;}
Example:
// User kalle has thrown an smoke{ event_name: 'nade_throw', invoker_id: 'STEAM_0:1:115179770', nade_type: 'smokegrenade',}
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Nade land eventinterface NadeLandEvent{ event_name: 'nade_land'; invoker_id: string; nade_type: string; landing_x: number; landing_y: number; landing_z: number;}
Example:
// Smoke grenade from user kalle has landed on specific cordinates{ event_name: 'nade_land', invoker_id: 'STEAM_0:1:115179770', nade_type: 'smokegrenade', landing_x: 1, landing_y: 1, landing_z: 1}
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Bullet state changeThis event is periodically sended from server if there is any update on player bullets. Every 0.1s will be checking to prevent multiple packet send on weapon fire. This measurement is only to prevent server from lagging. Client will accept any interval.
interface BulletChangeEvent{ event_name: 'ammo_update'; players: Array<{player_id: string; primary_weapon: { current_ammo: number; ammo_reserve: number;}; secondary_weapon: { current_ammo: number; ammo_reserve: number}}>}
Example:
// Ammo for every player contains primary and secondary weapon valuesconst ammo_update: BulletChangeEvent = { event_name: 'ammo_update', players: [ { player_id: 'STEAM_0:1:115179770', primary_weapon: { current_ammo: 30, ammo_reserve: 90 }, secondary_weapon:{ current_ammo: 12, ammo_reserve: 24 } }, { player_id: 'STEAM_0:1:115179770', primary_weapon: { current_ammo: 30, ammo_reserve: 90 }, secondary_weapon:{ current_ammo: 12, ammo_reserve: 24 } }, ]}