This document provides detailed information on the
different messages that are within Day of Defeat |
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Written
by Geesu (Pimp Daddy) |
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Messages |
ID |
Args |
Argument Order |
Description of Arguments |
Notes |
AmmoPickup |
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AmmoShort |
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AmmoX |
87 |
2 |
byte, byte |
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BloodPuff |
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3 |
coord, coord, coord |
1: X, 2: Y, 3: Z |
Coordinates of where to create a BloodPuff |
CameraView |
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CancelProg |
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CapMsg |
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3 |
byte, string, byte |
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ClanTimer |
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ClCorpse |
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10 |
string, coord, coord, coord,
angle, angle, angle, byte, short, byte |
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ClientAreas |
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3 |
byte, byte, string |
1: Unknown, 2: Unknown, 3: Sprite Path |
This message is called when an
icon is shown on your screen, like when you walk over an objective. An examples of the 3rd argument would be:
sprites/mapsprites/caparea.spr. The 2nd argument is usually -1. |
CurMarker |
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CurWeapon |
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3 |
byte, byte, byte |
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DeathMsg |
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3 |
byte, byte, byte |
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Frags |
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2 |
byte, short |
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GameRules |
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2 |
byte, byte |
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HandSignal |
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Health |
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1 |
byte |
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HideWeapon |
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1 |
byte, byte |
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HLTV |
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2 |
byte, byte |
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HudText |
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2 |
string, byte |
1: Text to send, 2: Flag |
If the flag is 1 then the
message will be shown, if it's 0 it will not be shown. ANY Text can be sent through this message
(unlike the CS/CZ version) |
InitHUD |
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InitObj |
|
27 |
short, byte, byte, byte, byte,
byte, byte, coord, coord, short, byte, byte, byte, byte, byte, byte, coord,
coord, coord, byte, byte, byte, byte, byte, byte, coord, coord |
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MapMarker |
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MOTD |
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Object |
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ObjScore |
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PClass |
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2 |
byte, byte |
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PlayersIn |
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4 |
byte, byte, byte, byte |
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ProgUpdate |
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PShoot |
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PStatus |
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2 |
byte, byte |
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PTeam |
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2 |
byte, byte |
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ReloadDone |
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ReqState |
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ResetHUD |
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ResetSens |
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0 |
NO ARGUMENTS |
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RoundState |
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1 |
byte |
1: Flag |
Flag values: 3 = Allies Win, 4 =
Axis Win, 5 = Draw |
SayText |
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2 |
byte, string |
1: Message Destination, 2: Message |
|
Scope |
|
1 |
byte |
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ScoreInfo |
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7 |
byte, byte, byte, byte, byte, byte, byte |
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ScoreInfoLong |
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ScoreShort |
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5 |
byte, short, short, short, byte |
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ScreenFade |
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7 |
short, short, short, byte, byte, byte, byte |
1: Duration, 2: Hold Time, 3:
Fade Type, 4: Red, 5: Green, 6: Blue, 7: Alpha |
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ScreenShake |
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3 |
short, short, short |
1: Amount, 2: Duration, 3: Frequency |
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ServerName |
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SetFOV |
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SetObj |
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3 |
byte, byte, byte |
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ShowMenu |
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Spectator |
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2 |
byte, byte |
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StartProg |
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3 |
byte, byte, short |
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StartProgF |
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StatusValue |
|
1 |
byte |
1: Amount |
This one byte contains the health of the player that is being spectated |
TeamScore |
|
2 |
byte, short |
1: Team ID, 2: Score |
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TextMsg |
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TimeLeft |
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1 |
short |
1: Timeleft |
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TimerStatus |
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UseSound |
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VGUIMenu |
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VoiceMask |
|
long, long |
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WaveStatus |
|
1 |
byte |
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WaveTime |
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1 |
char |
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WeaponList |
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WeapPickup |
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Weather |
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YouDied |
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Other
valuable DOD Coding Information Regarding Messages: |
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Trying
to determine who a certain player is spectating? |
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Register
this:
register_event("StatusValue","on_StatusValue","b") |
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And here is
the on_StatusValue function: |
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public on_StatusValue(id){ |
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new targetid = entity_get_int(id, EV_INT_iuser2) |
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if( targetid == 0 ) |
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return PLUGIN_CONTINUE |
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// Do Stuff here |
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return PLUGIN_CONTINUE |
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} |
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Note: Even
though StatusIcon isn't registered as a message, it is possible to register
this message (I lost the code to do this, but I have done it) |
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