userid
|
short
|
user ID who died
|
attacker
|
short
|
user ID who killed
|
assistid
|
short
|
user ID of kill assister
|
weapon
|
string
|
weapon name killed used
|
special
|
bool
|
special attack
|
grail
|
bool
|
grail graced kill
|
suiassist
|
bool
|
suicide assist
|
headshot
|
bool
|
headshot
|
debuffed
|
bool
|
killed player was debuffed?'
|
userid
|
short
|
user ID who changed team
|
oldteam
|
short
|
Team number of previous team
|
newteam
|
short
|
Team number of new team
|
userid
|
short
|
user ID who changed class
|
old_class
|
short
|
class ID of old class
|
new_class
|
short
|
class ID of new class
|
userid
|
short
|
user ID who just spawned
|
userid
|
short
|
user ID of person who did objective
|
groupids
|
string
|
string of user IDs for a list of players doing an objective
|
assistid
|
short
|
user ID of any assistant with objective (0 means unused)
|
enemyid
|
short
|
user ID of possible enemy (0 means unused)
|
extra
|
string
|
string of extra data that is placed in #EXTRA# section of the score string
|
text
|
string
|
text to append to the userid's name ( The string is searched and uses: #I# is userid, #ASSIST# is assistid, and #ENEMY# is enemyid )
|
userid
|
short
|
user ID of person who gained points
|
points
|
float
|
Points the user earned
|
sid
|
short
|
Score ID (These are the indices of the different specific scoring metrics, for example: killing someone who stole your chest recently)
|
userid
|
short
|
user ID of player who caused the nemesis
|
victim
|
short
|
user ID of player who was the victim
|
userid
|
short
|
user ID of player who achieved revenge
|
victim
|
short
|
user ID of player who was the nemesis
|
userid
|
short
|
user ID whose parrot/npc died
|
attacker
|
short
|
user ID who killed
|
weapon
|
string
|
weapon name killed used
|
special
|
bool
|
special attack
|
type
|
string
|
classname of the npc entity (npc_parrot/npc_vulture)
|
userid
|
short
|
|
health
|
short
|
|
priority
|
short
|
|
attacker
|
short
|
|
damagetype
|
long
|
|
userid
|
short
|
user ID of player who jumped
|
userid
|
short
|
user ID of player who used their special
|
userid
|
short
|
user ID of player whose special bar is full
|
userid
|
short
|
user ID of player who tossed it
|
weapon
|
string
|
explosive type tossed (is the weapon name like powderkeg)
|
userid
|
short
|
user ID of player who tossed it
|
victims
|
string
|
aray of chars representing user IDs of players who were hit (if any)
|
weapon
|
string
|
explosive type (is weapon name like powderkeg)
|
damage
|
float
|
How much total damage was done
|
userid
|
short
|
user ID of player who swung
|
victims
|
string
|
array of chars representing user IDs of players who were hit (if any)
|
weapon
|
string
|
weapon that was swung
|
atkdir
|
short
|
melee attack direction
|
damage
|
float
|
how much damage was dealt total with the swing
|
hitper
|
float
|
what percentage of the swing arc hit actual targets
|
This also is fired when a powderkeg or chest hits a player. The weapon will be thrownkeg or chest
userid
|
short
|
user ID of player who fired
|
victim
|
short
|
entindex of entity that was hit (if any)
|
weapon
|
string
|
weapon that was fired
|
damage
|
float
|
how much damage was dealt, if 0 obviously missed or blocked by shield if victim is set
|
headshot
|
bool
|
headshot
|
userid
|
short
|
user ID of player who performed a Perfect Parry
|
attacker
|
short
|
user ID of the attacker
|
userid
|
short
|
User ID of player who performed a counter-attack
|
userid
|
short
|
User ID of player whose shield took damage
|
strength
|
short
|
New shield strength
|
maxstrength
|
short
|
Maximum shield strength
|
userid
|
short
|
user ID of person who rolled
|
This is for kicking in combat, not to be confused with kicking a player from the server
userid
|
short
|
user ID of player who kicked
|
victim
|
short
|
entindex of the ent that was hit, user ID if player.
|
damage
|
float
|
how much damage was dealt
|
For the next two events, to best detect these you would listen for the player_ranged_impact and trigger on your player's userid matching store the victim id and then listen for a player_ranged_impale. If one comes within a short time with the same victim id you know it was your player who impaled him and you will know what weapon was used.
It is the same for projectile_bounce just in reverse. You would listen for the bounce first then the player_ranged_impact if you wanted to know that a player was ballin' and bounced the projectile off a surface for the kill
Fired when a player is impaled to a surface with a ranged weapon (only client-side)
victim
|
short
|
user ID of player who was impaled
|
Fired when a projectile has bounced off a surface
userid
|
short
|
user ID of player who shot this projectile
|
weapon
|
string
|
weapon that was fired
|
Fired when a player has a health effect applied to him, Food Pickups, Freebooter Poison
userid
|
short
|
user ID of player who is having the health effect applied to
|
health
|
float
|
the health amount being added per second
|
duration
|
float
|
how long this effect will last. Total health change for this effect is (health * duration)
|
type
|
short
|
type of the effect
|
userid
|
short
|
user ID of player who picked up this item
|
type
|
short
|
type of pickup, 0 = Food, 1 = Armor, 2 = Ranged Ammo (Since you have userid you can get specific type of armor/ammo from the team number of that player)
|
userid
|
short
|
user ID of player who picked up the chest
|
chestid
|
short
|
entity index of the chest that was picked up
|
last_owner
|
byte
|
Team Number of the last owner of this chest; 2 = Pirates, 3 = Vikings, 4 = Knights (Last zone it was in essentially, if not in a zone initially it will be 1)
|
captured
|
bool
|
true if the chest was owned by a team before it was picked up
|
userid
|
short
|
user ID of player who dropped the chest
|
chestid
|
short
|
entity index of the new chest that was dropped
|
oldid
|
short
|
index of the old chest that was being carried. Chests get a new index every drop because of code to reduce latency in dropping them.
|
last_owner
|
byte
|
Team Number of the last owner of this chest; 2 = Pirates, 3 = Vikings, 4 = Knights (Last zone it was in essentially, if not in a zone initially it will be 1)
|
bashid
|
short
|
user ID of the player (if any) that bashed the carrier to cause him to drop it
|
userid
|
short
|
user ID of player who captured this chest
|
chestid
|
short
|
index of the chest that was captured
|
last_owner
|
short
|
team that owned this chest previously, 0 if none
|
chestid
|
short
|
entity index of the chest that respawned back to its owner
|
userid
|
short
|
user ID of player who initiated the special
|
chestid
|
short
|
index of the chest that this special was performed with
|
team
|
short
|
Team whose trinket was picked up
|
userid
|
short
|
user ID of player who picked up trinket
|
victim
|
short
|
user ID of player who was killed to get trinket, otherwise 0
|
assistid
|
short
|
user ID of player who assisted in killing the victim if was a non-kill pickup will always be 0
|
initial
|
bool
|
true on round start
|
Does not fire a drop if the carrier was killed and his attacker automatically received the grail because a grail_pickup will instead fire containing this same info except he will be the victim not userid.
userid
|
short
|
user ID of player who dropped trinket
|
team
|
short
|
team of player who dropped trinket
|
killerid
|
short
|
user ID of player who killed the trinket carrier
|
userid
|
short
|
user ID of player who is getting grace points
|
team
|
short
|
team whose trinket despawned
|
team
|
short
|
team whose trinket this is
|
amount
|
short
|
total amount healed to teammates by the trinket
|
gamemode_suddendeath_begin
|
Sudden Death has been entered in Last Team Standing
plpirate
|
short
|
Number of players that are left alive
|
plviking
|
short
|
|
plknight
|
short
|
|
A player died in LTS mode
team
|
short
|
Team of the player who died
|
palive
|
short
|
Pirates alive
|
valive
|
short
|
Vikings alive
|
kalive
|
short
|
Knights alive
|
The round is restarting
gamemode_firstround_wait_begin
|
Fired when the game starts the Waiting for Players time period when first playing a new map
gamemode_firstround_wait_end
|
Fired when the game ends the Waiting for Players time period when first playing a new map
plpirate
|
short
|
Number of players on Pirates when this is fired
|
plviking
|
short
|
Number of players on Vikings when this is fired
|
plknight
|
short
|
Number of players on Knights when this is fired
|
gamemode_territory_capture
|
userids
|
string
|
Each character is the user id of a player who captured it
|
team
|
short
|
Team that captured
|
tindex
|
short
|
Territory that was captured
|
pcontrol
|
short
|
Number of territories owned by Pirates after the capture
|
vcontrol
|
short
|
Number of territories owned by Vikings after the capture
|
kcontrol
|
short
|
Number of territories owned by Knights after the capture
|
unoccupied
|
short
|
Number of territories unoccupied after the capture
|
userid
|
short
|
user ID of player getting guard points
|
gamemode_territory_contested
|
team
|
short
|
Team whose territory is contested
|
tindex
|
short
|
Territory entity index
|
gamemode_territory_unoccupied
|
team
|
short
|
Team that previously owned the territory
|
tindex
|
short
|
Territory that became unoccupied
|
pcontrol
|
short
|
Number of territories owned by Pirates after the capture
|
vcontrol
|
short
|
Number of territories owned by Vikings after the capture
|
kcontrol
|
short
|
Number of territories owned by Knights after the capture
|
unoccupied
|
short
|
Number of territories unoccupied after the capture
|
team
|
short
|
Team that is currently about to win
|
winner
|
short
|
|
pid_1
|
short
|
|
pid_2
|
short
|
|
pid_3
|
short
|
|
pscore_1
|
short
|
|
pscore_2
|
short
|
|
pscore_3
|
short
|
|
pdmg_1
|
float
|
|
pdmg_2
|
float
|
|
pdmg_3
|
float
|
|
player
|
byte
|
|
boardid
|
short
|
|
player
|
byte
|
|
repid
|
short
|
|
rank
|
short
|
|
player
|
byte
|
entindex of the player
|
achievement
|
short
|
achievement ID
|
achievement_name
|
string
|
|
my_val
|
short
|
|
req_val
|
short
|
|
achievement_name
|
string
|
|
cur_val
|
short
|
|
max_val
|
short
|
|
achievement_name
|
string
|
|
cur_val
|
short
|
|
max_val
|
short
|
|
comp_val
|
short
|
|
Client-side event for initiating the frozen part of the death cam
The freeze frame has been taken
Starts the death cam up and begins zooming towards the killer
Death cam finished event client-side only
localplayer_melee_start_block
|
Client-side event when the player starts blocking
localplayer_melee_start_charge
|
Client-side event when the player starts a charged attack
Client-side event when the player releases an attack
charge
|
float
|
Amount of charge
|
localplayer_melee_shield_bash
|
Client-side event when the player performs a shield bash
localplayer_spotted_entity
|
Client-side event when the player looks towards an entity
entindex
|
int
|
Entity index of spotted entity
|