More Event Suggestions

Discussion in 'Feedback' started by Omega_K2, Apr 10, 2011.

  1. Omega_K2

    Omega_K2 Member

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    Some more event ideas for scripters (reposting some of the old that weren't implemented):
    [Feel free to post your own suggestions, I might quote them here :P]

    vehicle_destroyed
    Fires as soon a vehicle is destroyed
    • userid short - owner of the vehicle (empty if none)
    • vehicleid short - entity ID of the vehicle
    • chassis short - chassis ID of the vehicle

    vehicle_repaired
    Fires as soon a vehicle is repaired by an engineer.
    Since this is "noisy" (occurs a lot), it probably makes sense to be only fired with something like emp_sv_fireextraevents 2 (noisy events)
    • userid short - UserID of the repearing engineer (empty if none)
    • targetid short - owner of the vehicle (empty if none)
    • vehicleid short - entity index of the vehicle

    vehicle_damaged
    Fires as soon a vehicle is damaged
    Since this is "noisy" (occurs a lot), it probably makes sense to be only fired with something like emp_sv_fireextraevents 2 (noisy events)
    • userid short - UserID of the owner of the vehicle (empty if none)
    • attacker short - UserID of the attacker
    • damage short - Amount of Damage dealt
    • damagetype short - What has been damaged (for example, 0 = chassis, 1-4 amor plates of the tank)
    • weapon short - what has been used to damage the vehicle
    • vehicleid short - entity index of the vehicle

    player_squad_skill
    Fires as soon someone uses a squad skill
    • userid short - Userid
    • skill string - What squad skill has been used

    player_revived
    Fires as soon someone gets revived
    • userid short - Userid of the player who has been revived
    • reviver short - Userid of the reviver

    research_end
    Fires as soon a research is finished
    • userid short - userid of the commander/the last guy in the cv
    • team short - teamid (Please use the regular 0 Unassinged, 1 spec, 2 NF, 3 BE type :P)
    • researchid short - what has been researched (Phyics, Tracking Systems, Composite Armor, etc.)

    research_start
    Fires as soon a research is started
    • userid short - userid of the commander/the last guy in the cv
    • team short - teamid (Please use the regular 0 Unassinged, 1 spec, 2 NF, 3 BE type :P)
    • researchid short - what has been researched (Phyics, Tracking Systems, Composite Armor, etc.)

    research_cancelled
    Fires as soon a research is cancelled
    • userid short - userid of the commander/the last guy in the cv
    • team short - teamid (Please use the regular 0 Unassinged, 1 spec, 2 NF, 3 BE type :P)
    • researchid short - what has been researched (Phyics, Tracking Systems, Composite Armor, etc.)
    • time short - amount of time in seconds that was remaining

    building_placed
    Fires as soon a building is placed by the commander or an enginer
    • userid short - UserID of the engineer/commander
    • buildingid short - entity index of the building
    • type short - building type as ID (barracks, armory, etc)

    building_constructed
    Fires as soon a building is fully built
    • userid short - UserID of the owner
    • buildingid short - entity index of the building

    building_destroyed
    Fires as soon a building is destroyed
    • userid short - UserID of the owner
    • attacker short - UserID of the person who destroyed the building
    • buildingid short - entity index of the building
    • type short - building type as ID (barracks, armory, etc)

    building_repaired
    Fires as soon a building is repaired by an engineer.
    Since this is "noisy" (occurs a lot), it probably makes sense to be only fired with something like emp_sv_fireextraevents 2 (noisy events)
    • userid short - UserID of the repearing engineer (empty if none)
    • targetid short - owner of the building (empty if none)
    • buildingid short - entity index of the vehicle

    building_damaged
    Fires as soon a building is damaged
    Since this is "noisy" (occurs a lot), it probably makes sense to be only fired with something like emp_sv_fireextraevents 2 (noisy events)
    • userid short - UserID of the owner of the building (empty if none)
    • attacker short - UserID of the attacker
    • damage short - Amount of Damage dealtD
    • weapon short - what has been used to damage the building
    • buildingid short - entity index of the building
     
  2. Zygoth

    Zygoth Member

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    Approve.
     

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