Game events added

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point_captured

Note: Team captured a capture point

Name: point_captured
Structure:
bool team Team that captured the point
short location Location where the point was captured


point_neutral

Note: Team neutralized a capture point

Name: point_neutral
Structure:
bool team Team that neutralized the point
short location Location where the point was neutralized


player_death

Note: A player has died

Name: player_death
Structure:
short userid User ID who died
short attacker User ID who killed
byte hide Team to hide the message from
sstring weapon Weapon name killed used


game_end

Note: Triggered at game end

Name: game_end
Structure:
bool team The team that won
short entity Entity to watch


voice_command

Note: Triggered when a player uses a voice command

Name: voice_command
Structure:
bool team Which team message is for
short command What message to play
byte sub Sub identifier for some messages


commander_alert

Note: Triggered when a commander alert is played

Name: commander_alert
Structure:
bool team Which team message is for
short command What message to play
float coord_x X coordinate of alert
float coord_y Y coordinate of alert
float coord_z Z coordinate of alert


commander_vote_time

Note: When the vote for a commander begins (This fires every second the of the vote time)

Name: commander_vote_time
Structure:
short time Time left in the vote
bool commander_exists Whether or not a command vehicle is present


commander_vote

Note: When a player casts a vote for a player to be the commander

Name: commander_vote
Structure:
bool team Which team
short voter_id Voting player
short player_id Votee


player_class

Note: Triggered when a player changes classes

Name: player_class
Structure:
local userid User Id
local class Class changed to


player_score

Note: Triggered when a player retrieves points

Name: player_score
Structure:
local userid User ID
local amount Amount of points received
local reason The reason the player received points


vehicle_purchase

Note: Triggered when a player purchases a vehicle

Name: vehicle_purchase
Structure:
local userid User ID
local recustomized Is the vehicles new or recustomized?
local cost Resource cost
local chassis Chassis Type


vehicle_enter

Note: Triggered when a player enters a vehicle

Name: vehicle_enter
Structure:
local userid User ID
local vehicleid ID of vehicle the player entered
local seat Seat of the vehicle the player entered


vehicle_exit

Note: Triggered when a player exits a vehicle

Name: vehicle_exit
Structure:
local userid User ID
local vehicleid ID of vehicle the player exited