Introduction In AMX Mod X you are able to hook in-game messages/events with register_message / register_event. Here are the list of messages/events and their arguments which can be read with get_msg_arg_* / read_data. See the Advanced Scripting article for more on events and messages. See messages.inc and message_const.inc from amxmodx/scriptong/include folder or Messaging functions and Message constants for full messages control including blocking, argument alteration and much more. Type meta game in the server console to list messages for the current mod. Damaged Soul's Message Logging plugin for AMX Mod X can be used to log messages and their parameters on a live server. ADStop Supported Mods: Counter-Strike • Counter-Strike: Condition Zero Note: No Information is available for this message. Note: This message has no arguments. Name: ADStop Structure: AlienInfo Supported Mods: Natural Selection Note: No Information is available for this message. AllowSpec Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Half-Life: Opposing Force • Team Fortress Classic This message changes whether or not "SPECTATE" appears on the change team menu. It is sent whenever the allow_spectators CVar is changed, with its new value sent as the byte. Note: This changes how the change team menu appears, but spectating functionality is based on the actual CVar value. Name: AllowSpec Structure: byte Allowed AmmoPickup Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message temporarily draws HUD numerical ammo amount and corresponding ammo HUD icon in the middle of the right side of the screen. Note: Draw time depends on the hud_drawhistory_time client CVar value. Note: See CS Weapons Information for more information. Name: AmmoPickup Structure: byte AmmoID byte Ammount AmmoShort Supported Mods: Day of Defeat Note: No Information is available for this message. AmmoX Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the green bar indicator in the HUD weapons list. It also updates HUD backpack ammo number in the lower right corner of the screen if the given ammo type is compatible with the current weapon. Note: See CS Weapons Information for more information. Name: AmmoX Structure: byte AmmoID byte Ammount ArmorType Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message draws/removes the helmet HUD icon. If flag is set to 1, the helmet HUD icon will be drawn (located right on the armor icon). Name: ArmorType Structure: byte Flag BalanceVar Supported Mods: Natural Selection Note: No Information is available for this message. BarTime Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message draws a HUD progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically. Note: Set Duration to 0 to hide the bar. Name: BarTime Structure: short Duration BarTime2 Supported Mods: Counter-Strike • Counter-Strike: Condition Zero The message is the same as BarTime, but StartPercent specifies how much of the bar is (already) filled. Note: Display time can be calculated with this formula: (1 - (StartPercent / 100)) / Duration Name: BarTime2 Structure: short Duration short StartPercent Battery Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the icon and numerical armor value on the HUD. Name: Battery Structure: short Armor Bench Supported Mods: Team Fortress Classic Note: No Information is available for this message. BlinkAcct Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message makes a player's money display flash rapidly, a total of BlinkAmt times. Name: BlinkAcct Structure: byte BlinkAmt BlipList Supported Mods: Natural Selection Note: No Information is available for this message. BloodPuff Supported Mods: Day of Defeat This message creates a puff of blood at the specified coordinates. Name: BloodPuff Structure: coord CoordX coord CoordY coord CoordZ BombDrop Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message is sent when the bomb is dropped or planted by a player. The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments. Name: BombDrop Structure: coord CoordX coord CoordY coord CoordZ byte Flag BombPickup Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message just tells the clients that the bomb has been picked up. It will cause the dropped bomb to disappear from the Terrorist team's radar. Note: This message has no arguments. Name: BombPickup Structure: BotProgress Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message is sent when CZ's bots are learning a new map. It displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS. Note: Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag. Name: BotProgress Structure: byte Flag byte Progress string Header BotVoice Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called for regular players, although you can specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking. Name: BotVoice Structure: byte Status byte PlayerIndex Brass Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message creates a brass shell. Used, for example, by the AWP, after firing. Name: Brass Structure: byte MessageID coord StartX coord StartY coord StartZ coord VelocityX? coord VelocityY? coord VelocityZ? coord UnknownX coord UnknownY coord UnknownZ angle Rotation short ModelIndex byte BounceSoundType byte Life byte PlayerID BuildSt Supported Mods: Team Fortress Classic Note: No Information is available for this message. BuyClose Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting killed, etcetera). Note: This message has no arguments. Name: BuyClose Structure: Camera Supported Mods: Sven Co-op Note: No Information is available for this message. CameraMouse Supported Mods: Sven Co-op Note: No Information is available for this message. CameraView Supported Mods: Day of Defeat Note: No Information is available for this message. CancelProg Supported Mods: Day of Defeat Note: No Information is available for this message. CapMsg Supported Mods: Day of Defeat This displays a message like "Player captured the Allied plaza for the Axis". An example PointName is POINT_CAEN_AXISPLAZA. Name: CapMsg Structure: byte PlayerID string PointName byte TeamID CbElec Supported Mods: Sven Co-op Note: No Information is available for this message. ClanTimer Supported Mods: Day of Defeat Note: No Information is available for this message. ClCorpse Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat This message spawns a player's corpse. ModelName is the player's model name, for example: "leet". Delay is a delay before animation playback, which can be a negative value. Note: Coord and Delay is multiplied by 128. Note: In CS, argument #10 is always equal to 0. See CS Team Constants for team indices constants list. Name: ClCorpse Structure: string ModelName long CoordX long CoordY long CoordZ coord Angle0 coord Angle1 coord Angle2 long Delay byte Sequence byte ClassID? byte TeamID byte PlayerID ClientAreas Supported Mods: Day of Defeat Note: No Information is available for this message. ClScript Supported Mods: Natural Selection Note: No Information is available for this message. Concuss Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero This message creates screen shake effect similar to the TFC concussion grenade effect. Note: In all mods except TFC, this message requires to be registered by using EngFunc_RegUserMsg. Name: Concuss Structure: byte amount Countdown Supported Mods: Natural Selection Note: No Information is available for this message. CreateBlood Supported Mods: Sven Co-op Note: No Information is available for this message. Crosshair Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn. Note: This crosshair looks not like the regular one, but like the one that is drawn in spectator mode. Name: Crosshair Structure: byte Flag CTFScore Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. CurMarker Supported Mods: Day of Defeat Note: No Information is available for this message. CurWeapon Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the numerical magazine ammo count and the corresponding ammo type icon on the HUD. Note: See CS Weapons Information for more information on Counter-Strike weapons. Name: CurWeapon Structure: byte IsActive byte WeaponID byte ClipAmmo CustomIcon Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. CZCareer Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message supplies certain updates to the player regarding Condition Zero single-player missions. Note: See the CZCareer page for more information. Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string). Note: The Type argument is case-sensitive. Note: This event does nothing in CS and CZ multiplayer. Name: CZCareer Structure: string Type * Parameters CZCareerHUD Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message displays certain HUD elements regarding Condition Zero single-player missions. Note: See the CZCareerHUD page for more information. Note: Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string). Note: The Type argument is case-sensitive. Note: This event has some limited functionality in CS and CZ multi-player (albeit better in CZ). Name: CZCareerHUD Structure: string Type * Parameters Damage Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit. Note: To capture this message, you should use "b" as the third parameter in the register_event() function. Name: Damage Structure: byte DamageSave byte DamageTake long DamageType coord CoordX coord CoordY coord CoordZ DeathMsg Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This event is fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the HUD message the client sees in the upper right corner of their screen. It also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***" Note: This message has different parameters depending upon the mod. Note: KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in which cases TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively. Note: For vehicle kills, TruncatedWeaponName could be "vehicle", "tank", etc. Note: In some mods, TruncatedWeaponName is "teammate" for a team kill, which shows a green skull in the HUD message. Name: DeathMsg Structure: byte KillerID byte VictimID string TruncatedWeaponName Counter-Strike Note: TruncatedWeaponName doesn't contain a "weapon_" prefix. See CS Weapons Information for more information. Note: For a grenade kill, TruncatedWeaponName isn't "hegrenade", but rather "grenade", which is the actual classname of a thrown grenade. Name: DeathMsg Structure: byte KillerID byte VictimID byte IsHeadshot string TruncatedWeaponName Day of Defeat Name: DeathMsg Structure: byte KillerID byte VictimID byte WeaponID DebugCSP Supported Mods: Natural Selection Note: No Information is available for this message. DelEntHier Supported Mods: Natural Selection Note: No Information is available for this message. DelParts Supported Mods: Natural Selection Note: No Information is available for this message. Detpack Supported Mods: Team Fortress Classic Note: No Information is available for this message. EditPS Supported Mods: Natural Selection Note: No Information is available for this message. EndRnd Supported Mods: Ricochet Note: No Information is available for this message. EntHier Supported Mods: Natural Selection Note: No Information is available for this message. Feign Supported Mods: Team Fortress Classic Note: No Information is available for this message. FlagIcon Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. FlagTimer Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. FlashBat Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the flashlight battery charge on the HUD. Name: FlashBat Structure: byte ChargePercentage Flashlight Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the flashlight state and battery charge on the HUD. If Flag is set to 1 the flashlight HUD icon will be shown as active. Name: Flashlight Structure: byte Flag byte ChargePercent Fog Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Natural Selection • Sven Co-op Note: mp_Fog 1 for fog in Counter-Strike Name: Fog Structure: byte FogValue byte FogValue byte Unknown ForceCam Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently unknown. Note that this message doesn't actually change any of the spectating rules for the client. Note: Even if mp_forcechasecam is set to 2, it is sent by this message as 1. Name: ForceCam Structure: byte ForcecamValue byte ForcechasecamValue byte Unknown Frags Supported Mods: Day of Defeat This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer. Name: Frags Structure: byte PlayerID short Kills Frozen Supported Mods: Ricochet Note: No Information is available for this message. GameMode Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message informs the client of the current game mode. Name: GameMode Structure: byte Game mode GameRules Supported Mods: Day of Defeat Note: No Information is available for this message. GameStatus Supported Mods: Natural Selection Note: No Information is available for this message. GameTitle Supported Mods: Deathmatch Classic • Half-Life: Opposing Force • Half-Life Deathmatch Display game title (gametitle) - 0 is No and 1 is Yes. If write_byte 1, then Half-Life will be displayed. Note: This only works for Half-life Name: GameTitle Structure: byte 0 or 1 GargSplash Supported Mods: Sven Co-op Note: No Information is available for this message. Geiger Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area. Name: Geiger Structure: byte Distance Gib Supported Mods: Sven Co-op Note: No Information is available for this message. HandSignal Supported Mods: Day of Defeat Note: No Information is available for this message. Health Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the numerical health value on the HUD. Name: Health Structure: byte Health HideWeapon Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message hides the specified HUD elements. Flags: 1 (1<<0) - crosshair, ammo, weapons list 2 (1<<1) - flashlight, + 4 (1<<2) - ALL 8 (1<<3) - radar, health, armor, + 16 (1<<4) - timer, + 32 (1<<5) - money, + 64 (1<<6) - crosshair 128 (1<<7) - + Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message. Name: HideWeapon Structure: byte Flags HLTV Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat This message is sent for HLTV and is unique for each round-start. On new round is fired 2 messages: // reset all players health for HLTV MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV ); WRITE_BYTE( 0 ); // 0 = all players WRITE_BYTE( 100 | 128 ); MESSAGE_END(); // reset all players FOV for HLTV MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV ); WRITE_BYTE( 0 ); // all players WRITE_BYTE( 0 ); MESSAGE_END(); Name: HLTV Structure: byte ClientID byte Flags HostageK Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed. Name: HostageK Structure: byte HostageID HostagePos Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position. Note: It is called with Flag set to 1 on player HUD full update. Name: HostagePos Structure: byte Flag byte HostageID coord CoordX coord CoordY coord CoordZ HudColor Supported Mods: Half-Life: Opposing Force This message sets HudColor. Set HUD color in RGB. Note: This only works for OP4. Affects weapon pick-ups, health, armor, and ammo. Name: HudColor Structure: byte 0-255 RED byte 0-255 GRN byte 0-255 BLU HudText Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message prints HUD text. Note: Prints message with specified style in titles.txt with small signs (like in HL) Name: HudText Structure: string TextCode byte InitHUDstyle HudText2 Supported Mods: Natural Selection Note: No Information is available for this message. HudTextArgs Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message prints HUD text. Note: An example of TextCode could be "#Hint_you_have_the_bomb". Note: Prints message with specified style in titles.txt with Big signs (CS Default) Note: If you have problems specifying the last two arguments, use 1 and 0 respectively. Name: HudTextArgs Structure: string TextCode byte InitHUDstyle byte NumberOfSubMessages string SubMsg string SubMsg string ... HudTextPro Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message prints HUD text. Note: Prints message with specified style in titles.txt with Big signs (CS Default) Name: HudText Structure: string TextCode byte InitHUDstyle InitHUD Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message initializes the HUD. Note: This message has no arguments. Name: InitHUD Structure: InitObj Supported Mods: Day of Defeat This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured. Name: InitObj Structure: byte TotalObjectives Objective ... ... TotalObjectives represents the number of Objective sub-messages that are present. Each Objective sub-message is in the following format: Name: Objective Structure: short EntityID? byte ObjectiveID? byte TeamID byte Unknown byte Unknown byte Unknown byte Unknown coord CoordX? coord CoordY? If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9). IssueOrder Supported Mods: Natural Selection Note: No Information is available for this message. ItemPickup Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message temporarily draws a corresponding item HUD icon in the middle of the right side of the screen. Note: Draw time is dependent on the hud_drawhistory_time client CVar value. Name: ItemPickup Structure: string ItemName Items Supported Mods: Team Fortress Classic Note: No Information is available for this message. ItemStatus Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message notifies the client about carried items. Example of some item bits: 1 (1<<0) - nightvision goggles 2 (1<<1) - defusal kit Name: ItemStatus Structure: byte ItemsBitSum ListPS Supported Mods: Natural Selection Note: No Information is available for this message. Location Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message is sent when a player changes zones on a map. Name: Location Structure: byte PlayerId string LocationName MapList Supported Mods: Sven Co-op Note: No Information is available for this message. MapMarker Supported Mods: Day of Defeat Note: No Information is available for this message. MiniMap Supported Mods: Natural Selection Note: No Information is available for this message. Money Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message updates the amount of money on the HUD. If the Flag is 1, the amount of money added will also be displayed. Name: Money Structure: long Amount byte Flag Monitor Supported Mods: Sven Co-op Note: No Information is available for this message. MOTD Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message displays the MOTD window. Note: Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment. Name: MOTD Structure: byte Flag string Text NextMap Supported Mods: Sven Co-op Note: No Information is available for this message. NexusBytes Supported Mods: Natural Selection Note: No Information is available for this message. NVGToggle Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message toggles night vision mode. For Flag: 1 is on, 0 is off. Name: NVGToggle Structure: byte Flag Object Supported Mods: Day of Defeat This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the HUD. An example Sprite is sprites/mapsprites/ae_satchel2.spr. Name: Object Structure: string Sprite ObjScore Supported Mods: Day of Defeat This message sets a player's score, as seen on the scoreboard. Name: ObjScore Structure: byte PlayerID short Score OldWeapon Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. Particles Supported Mods: Natural Selection Note: No Information is available for this message. PClass Supported Mods: Day of Defeat Note: No Information is available for this message. Name: PClass Structure: byte PlayerID? byte Unknown PlayerIcon Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. PlayersIn Supported Mods: Day of Defeat Note: No Information is available for this message. PlayHUDNot Supported Mods: Natural Selection Note: No Information is available for this message. Playlist Supported Mods: Sven Co-op Note: No Information is available for this message. PlyrBrowse Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. Portal Supported Mods: Sven Co-op Note: No Information is available for this message. Powerup Supported Mods: Ricochet Note: No Information is available for this message. ProfileInfo Supported Mods: Natural Selection Note: No Information is available for this message. Progress Supported Mods: Natural Selection Note: No Information is available for this message. ProgUpdate Supported Mods: Day of Defeat Note: No Information is available for this message. PShoot Supported Mods: Day of Defeat Note: No Information is available for this message. PStatus Supported Mods: Day of Defeat This message is sent along with Object when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5. Name: PStatus Structure: byte PlayerID? byte Unknown PTeam Supported Mods: Day of Defeat Note: No Information is available for this message. QItems Supported Mods: Deathmatch Classic Note: No Information is available for this message. Radar Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message draws/updates the dot on the HUD radar which indicates the given player position. Note: This works for teammates only. Name: Radar Structure: byte PlayerID coord CoordX coord CoordY coord CoordZ RampSprite Supported Mods: Sven Co-op Note: No Information is available for this message. RandomPC Supported Mods: Team Fortress Classic Note: No Information is available for this message. ReceiveW Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0. Note: Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1 (right after putinserver or after fullupdate command) Mode: 1 is for rain effect, 2 is for snow effect Though mode 0 is never sent by the game itself, it removes the weather effect. Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect Name: ReceiveW Structure: byte Mode ReloadDone Supported Mods: Day of Defeat Note: No Information is available for this message. ReloadSound Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message plays generic reload sounds. Note: Setting IsNotShotgun to 1 will play weapons/generic_reload.wav Note: Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav Name: ReloadSound Structure: byte Volume * 255 byte IsNotShotgun ReqState Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch Note: No Information is available for this message. Note: This message has no arguments. Name: ReqState Structure: ResetFade Supported Mods: Team Fortress Classic Note: No Information is available for this message. ResetHUD Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message resets the HUD. Note: This message has no arguments. Name: ResetHUD Structure: ResetSens Supported Mods: Day of Defeat This message resets the client's sensitivity? Note: This message has no arguments. Name: ResetSens Structure: Reward Supported Mods: Ricochet Note: No Information is available for this message. RoundState Supported Mods: Day of Defeat Note: No Information is available for this message. RoundTime Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message updates the round timer on the HUD. Time is in seconds. Name: RoundTime Structure: short Time SayText Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message prints say HUD text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required. Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #Cstrike_Name_Change. Note: For #Cstrike_Name_Change String2 is an old name and String3 is a new name. Name: SayText Structure: byte SenderID string String1 string String2 string String3 Scenario Supported Mods: Counter-Strike • Counter-Strike: Condition Zero If Active is 0, this display will be hidden. If Active is 1, this displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted. Scenario message in CS, using the following parameters: 1, d_mp5navy, 150 Note: If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0. Note: This works in both CS and CZ! Note: In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round. Name: Scenario Structure: byte Active string Sprite byte Alpha short FlashRate short FlashDelay Scope Supported Mods: Day of Defeat Note: No Information is available for this message. Name: Scope Structure: byte Unknown ScoreAttrib Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message updates the scoreboard attribute for the specified player. For the 2nd argument, 0 is nothing, (1<<0) i.e. 1 is dead, (1<<1) i.e. 2 is bomb, (1<<2) i.e. 4 is VIP, (1<<3) i.e. 8 is defuse kit. Note: Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags. Name: ScoreAttrib Structure: byte PlayerID byte Flags ScoreInfo Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses ScoreShort and ObjScore instead of this message to update score and deaths. Note: In CS the 4th argument (ClassID) is always equal to 0. See CS Team Constants for team indices constants list. Name: ScoreInfo Structure: byte PlayerID short Score short Deaths short ClassID short TeamID ScoreInfoLong Supported Mods: Day of Defeat Note: Although Metamod lists this message, it doesn't appear to be used or even a valid message name. ScoreShort Supported Mods: Day of Defeat This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim. Note: The fifth argument appears to be the same as the refresh parameter used in dod_set_pl_deaths and was always 1 in my testing. Name: ScoreShort Structure: byte PlayerID short Score short Kills short Deaths short Refresh? ScreenFade Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message fades the screen. Note: Duration and HoldTime is in special units. 1 second is equal to (1<<12) i.e. 4096 units. Flags (from HLSDK): FFADE_IN 0x0000 // Just here so we don't pass 0 into the function FFADE_OUT 0x0001 // Fade out (not in) FFADE_MODULATE 0x0002 // Modulate (don't blend) FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received Name: ScreenFade Structure: short Duration short HoldTime short Flags byte ColorR byte ColorG byte ColorB byte Alpha ScreenShake Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message shakes the screen. Note: All arguments is in special units. 1 second is equal to (1<<12) i.e. 4096 units. Name: ScreenShake Structure: short Amplitude short Duration short Frequency SecAmmoIcon Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero This message creates an icon at the bottom right corner of the screen. TFC uses it to display carried grenade icon. It is not registered in other mods, but it is still useable though. Note: icon is any sprite name from hud.txt. Note: this message will have effect only when sent in conjuction with SecAmmoVal message. Name: SecAmmoIcon Structure: string icon SecAmmoVal Supported Mods: Team Fortress Classic • Half-Life Deathmatch • Counter-Strike • Counter-Strike: Condition Zero It is used to show carried grenade amount in TFC; it is disabled on all other mods, but it is still useable though. Note: Slots range from 1 to 4. Note: Sending 0 as amount for all slots will remove the effect of this message. Name: SecAmmoVal Structure: byte slot byte amount SelAmmo Supported Mods: Deathmatch Classic • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch Note: No Information is available for this message. SendAudio Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message plays the specified audio. An example of AudioCode could be "%!MRAD_rounddraw". Name: SendAudio Structure: byte SenderID string AudioCode short Pitch ServerName Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message sends the server name to a client. Name: ServerName Structure: string ServerName ServerVar Supported Mods: Natural Selection Note: No Information is available for this message. SetFOV Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message sets the specified field of view. Name: SetFOV Structure: byte Degrees SetGmma Supported Mods: Natural Selection Note: No Information is available for this message. SetMenuTeam Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. SetObj Supported Mods: Day of Defeat Note: No Information is available for this message. Name: SetObj Structure: byte Unknown1 byte Unknown2 byte Unknown3 SetOrder Supported Mods: Natural Selection Note: No Information is available for this message. SetRequest Supported Mods: Natural Selection Note: No Information is available for this message. SetSelect Supported Mods: Natural Selection Note: No Information is available for this message. SetTech Supported Mods: Natural Selection Note: No Information is available for this message. SetTopDown Supported Mods: Natural Selection Note: No Information is available for this message. SetUpgrades Supported Mods: Natural Selection Note: No Information is available for this message. SetupMap Supported Mods: Natural Selection Note: No Information is available for this message. ShadowIdx Supported Mods: Counter-Strike • Counter-Strike: Condition Zero Note: Creates/Hides shadow beneath player. Note: Passing 0 as the argument will hide the shadow. Name: ShadowIdx Structure: long spriteIndex ShieldRic Supported Mods: Sven Co-op Note: No Information is available for this message. ShkFlash Supported Mods: Sven Co-op Note: No Information is available for this message. ShowMenu Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message displays a "menu" to a player (text on the left side of the screen). It acts like AMXX's show_menu (in fact, this is how AMXX shows a menu). Note: Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0. Name: ShowMenu Structure: short KeysBitSum char Time byte Multipart string Text ShowTimer Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message forces the round timer to display. Note: This message has no arguments. Name: ShowTimer Structure: Sky3D Supported Mods: Sven Co-op Note: No Information is available for this message. SoundList Supported Mods: Sven Co-op Note: No Information is available for this message. SoundNames Supported Mods: Natural Selection Note: No Information is available for this message. Speaksent Supported Mods: Sven Co-op Note: No Information is available for this message. SpecFade Supported Mods: Team Fortress Classic Note: No Information is available for this message. SpecHealth Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Team Fortress Classic This message updates a spectator's screen with health of the currently spectated player, on health change (on TakeDamage, doesn't seems to be sent anywhere else). Note: Previous information has been checked on cs1.6/cz only Name: SpecHealth Structure: byte Health SpecHealth2 Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message updates a spectator's screen with the name and health of the given player when player is freshly spectated. Name: SpecHealth2 Structure: byte Health byte PlayerID Spectator Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Half-Life: Opposing Force • Ricochet • Sven Co-op • Team Fortress Classic This message is sent when a player becomes an observer/spectator. Note: On join to Spectators this usually is fired twice in a row. Name: Spectator Structure: byte ClientID byte IsSpectator SporeTrail Supported Mods: Sven Co-op Note: No Information is available for this message. SRDetonate Supported Mods: Sven Co-op Note: No Information is available for this message. SRPrimed Supported Mods: Sven Co-op Note: No Information is available for this message. SRPrimedOff Supported Mods: Sven Co-op Note: No Information is available for this message. StartProg Supported Mods: Day of Defeat Note: No Information is available for this message. StartProgF Supported Mods: Day of Defeat Note: No Information is available for this message. StartRnd Supported Mods: Ricochet Note: No Information is available for this message. StartSound Supported Mods: Sven Co-op Note: No Information is available for this message. StatsInfo Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. StatsPlayer Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. StatusIcon Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Half-Life: Opposing Force • Team Fortress Classic This message draws/removes the specified status HUD icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and are required only if Status isn't equal to 0. Name: StatusIcon Structure: byte Status string SpriteName byte ColorR byte ColorG byte ColorB StatusText Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Natural Selection • Team Fortress Classic • Half-Life Deathmatch This message specifies the status text format. Name: StatusText Structure: byte Unknown string Text StatusValue Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Team Fortress Classic • Half-Life Deathmatch This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all. Usually this is fired as a triple message, for example: {1, 2} - non-teammate player {2, 17} - player index is 17 {3, 59} - player health is 59 Name: StatusValue Structure: byte Flag short Value TaskTime Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions. If Time is -1, the timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive. If Active is true, timer counts down. Otherwise, it is paused. If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive). Note: This event can only be used on missions that have an objective requiring a secondary timer! Name: TaskTime Structure: short Time byte Active byte Fade TE_CUSTOM Supported Mods: Sven Co-op Note: No Information is available for this message. TeamFull Supported Mods: Half-Life: Opposing Force Note: No Information is available for this message. TeamInfo Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message sets the team information for the given player. Note: In CS TeamName is either "UNASSIGNED", "TERRORIST", "CT" or "SPECTATOR". Name: TeamInfo Structure: byte PlayerID string TeamName TeamNames Supported Mods: Half-Life: Opposing Force • Natural Selection • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch Note: No Information is available for this message. TeamScore Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message updates the team score on the scoreboard. Note: This message has different parameters depending upon the mod. Note: In CS TeamName is either "TERRORIST" or "CT". Name: TeamScore Structure: string TeamName short Score Day of Defeat Name: TeamScore Structure: byte TeamID short Score TechSlots Supported Mods: Natural Selection Note: No Information is available for this message. TextMsg Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message prints a custom or predefined text message. There does not necessarily have to be a total of 6 arguments; there could be as little as 2. For example, you can send a message with the following: Arg1: 1 Arg2: #Game_join_ct Arg3: Pimp Daddy Name: TextMsg Structure: byte DestinationType string Message string Submsg string Submsg string Submsg string Submsg TimeEnd Supported Mods: Sven Co-op Note: No Information is available for this message. TimeLeft Supported Mods: Day of Defeat Note: No Information is available for this message. TimerStatus Supported Mods: Day of Defeat Note: No Information is available for this message. ToxicCloud Supported Mods: Sven Co-op Note: No Information is available for this message. TracerDecal Supported Mods: Sven Co-op Note: No Information is available for this message. Train Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message displays the speed bar used for controlling a train. Note: Speed is as follows: 0 (disable display), 1 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse) Name: Train Structure: byte Speed TurretLaser Supported Mods: Sven Co-op Note: No Information is available for this message. TutorClose Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message closes all CZ-style tutor popups. Note: This message has no arguments. Name: TutorClose Structure: TutorLine Supported Mods: Counter-Strike • Counter-Strike: Condition Zero Note: No Information is available for this message. Name: TutorLine Structure: short Unknown1 short Unknown2 TutorState Supported Mods: Counter-Strike • Counter-Strike: Condition Zero Note: No Information is available for this message. Name: TutorState Structure: string Unknown TutorText Supported Mods: Counter-Strike • Counter-Strike: Condition Zero This message is used to display a CZ-style tutor popup. Note: If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte. Note: TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0 Note: IsDead is the message receiver alive status DEFAULT 1 // 1<<0 | GREEN | INFO FRIENDDEATH 2 // 1<<1 | RED | SKULL ENEMYDEATH 4 // 1<<2 | BLUE | SKULL SCENARIO 8 // 1<<3 | YELLOW | INFO BUY 16 // 1<<4 | GREEN | INFO CAREER 32 // 1<<5 | GREEN | INFO HINT 64 // 1<<6 | GREEN | INFO INGAMEHINT 128 // 1<<7 | GREEN | INFO ENDGAME 256 // 1<<8 | YELLOW | INFO Name: TutorText Structure: string String byte NumberOfSubMsgs string SubMessage string ... short TutorMessageEventId short IsDead short Type UseSound Supported Mods: Day of Defeat Note: No Information is available for this message. ValClass Supported Mods: Team Fortress Classic Note: No Information is available for this message. VGUIMenu Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Half-Life: Opposing Force • Sven Co-op • Team Fortress Classic This message displays a predefined VGUI menu. Name: VGUIMenu Structure: byte MenuID short KeysBitSum char Time? byte Multipart? string Name? ViewMode Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Team Fortress Classic Note: No Information is available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so). Note: This message has no arguments. Name: ViewMode Structure: VoiceMask Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message tells a client whom they can hear over the microphone. Name: VoiceMask Structure: long AudiblePlayersIndexBitSum long ServerBannedPlayersIndexBitSum VoteMenu Supported Mods: Sven Co-op Note: No Information is available for this message. WaveStatus Supported Mods: Day of Defeat Note: No Information is available for this message. WaveTime Supported Mods: Day of Defeat Note: No Information is available for this message. WeaponList Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message configures the HUD weapons list. Note: This is fired on map initialization. Note: SlotID starts from 0. Flags (from HLSDK): ITEM_FLAG_SELECTONEMPTY 1 ITEM_FLAG_NOAUTORELOAD 2 ITEM_FLAG_NOAUTOSWITCHEMPTY 4 ITEM_FLAG_LIMITINWORLD 8 ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon. Note: See CS Weapons Information for more information. Name: WeaponList Structure: string WeaponName byte PrimaryAmmoID byte PrimaryAmmoMaxAmount byte SecondaryAmmoID byte SecondaryAmmoMaxAmount byte SlotID byte NumberInSlot byte WeaponID byte Flags WeapPickup Supported Mods: Counter-Strike • Counter-Strike: Condition Zero • Day of Defeat • Deathmatch Classic • Half-Life: Opposing Force • Natural Selection • Ricochet • Sven Co-op • Team Fortress Classic • Half-Life Deathmatch This message temporarily draws the corresponding weapon HUD icon in the middle of the right side of the screen. Note: Draw time depends on the hud_drawhistory_time client CVar value. Note: This is fired right before weapon is picked up (notice "before"). Note: See CS Weapons Information for more information. Name: WeapPickup Structure: byte WeaponID Weather Supported Mods: Day of Defeat Note: No Information is available for this message. WeatherFX Supported Mods: Sven Co-op Note: No Information is available for this message. YouDied Supported Mods: Day of Defeat This message is sent to a player when they die.