game
The game
object lets you trigger functions when specific game events happen, trigger functions every game tick, and trigger functions with specified delays.
game.on
important
This function needs the ent_create
command to create the event listeners so requires sv_cheats
to be enabled. Therefore this is basically unusable outside of local servers. Also currently there is no way to get the event data which makes this mostly useless currently.
Listen to game events and run a function when that event is fired.
List of all events (Some are now irrelevant in cs2 and likely wont work)
- player_death
- other_death
- player_hurt
- item_purchase
- bomb_beginplant
- bomb_abortplant
- bomb_planted
- bomb_defused
- bomb_exploded
- bomb_dropped
- bomb_pickup
- defuser_dropped
- defuser_pickup
- announce_phase_end
- cs_intermission
- bomb_begindefuse
- bomb_abortdefuse
- hostage_follows
- hostage_hurt
- hostage_killed
- hostage_rescued
- hostage_stops_following
- hostage_rescued_all
- hostage_call_for_help
- vip_escaped
- vip_killed
- player_radio
- bomb_beep
- weapon_fire
- weapon_fire_on_empty
- grenade_thrown
- weapon_reload
- weapon_zoom
- silencer_detach
- inspect_weapon
- weapon_zoom_rifle
- player_spawned
- item_pickup
- item_pickup_slerp
- item_pickup_failed
- item_remove
- ammo_pickup
- item_equip
- enter_buyzone
- exit_buyzone
- buytime_ended
- enter_bombzone
- exit_bombzone
- enter_rescue_zone
- exit_rescue_zone
- silencer_off
- silencer_on
- buymenu_open
- buymenu_close
- round_prestart
- round_poststart
- round_start
- round_end
- grenade_bounce
- hegrenade_detonate
- flashbang_detonate
- smokegrenade_detonate
- smokegrenade_expired
- molotov_detonate
- decoy_detonate
- decoy_started
- tagrenade_detonate
- inferno_startburn
- inferno_expire
- inferno_extinguish
- decoy_firing
- bullet_impact
- player_footstep
- player_jump
- player_blind
- player_falldamage
- door_moving
- round_freeze_end
- mb_input_lock_success
- mb_input_lock_cancel
- nav_blocked
- nav_generate
- player_stats_updated
- achievement_info_loaded
- spec_target_updated
- spec_mode_updated
- hltv_changed_mode
- cs_game_disconnected
- cs_win_panel_round
- cs_win_panel_match
- cs_match_end_restart
- cs_pre_restart
- player_avenged_teammate
- achievement_earned
- achievement_earned_local
- repost_xbox_achievements
- match_end_conditions
- round_mvp
- player_decal
- teamplay_round_start
- show_survival_respawn_status
- client_disconnect
- gg_killed_enemy
- switch_team
- write_profile_data
- trial_time_expired
- update_matchmaking_stats
- player_reset_vote
- enable_restart_voting
- sfuievent
- start_vote
- player_given_c4
- bot_takeover
- jointeam_failed
- teamchange_pending
- material_default_complete
- cs_prev_next_spectator
- nextlevel_changed
- seasoncoin_levelup
- tournament_reward
- start_halftime
- ammo_refill
- parachute_pickup
- parachute_deploy
- dronegun_attack
- drone_dispatched
- loot_crate_visible
- loot_crate_opened
- open_crate_instr
- smoke_beacon_paradrop
- survival_paradrop_spawn
- survival_paradrop_break
- drone_cargo_detached
- drone_above_roof
- choppers_incoming_warning
- firstbombs_incoming_warning
- dz_item_interaction
- survival_teammate_respawn
- survival_no_respawns_warning
- survival_no_respawns_final
- player_ping
- player_ping_stop
- guardian_wave_restart
Trigger a function on the weapon_fire event
import { Instance } from "cspointscript"
import { game } from "s2ts/counter-strike"
game.on("weapon_fire", () => {
// Do something when someone fires their gun
})
game.onTick
Runs a function every game tick (64 times a second)
Run a function every game tick
import { Instance } from "cspointscript"
import { game } from "s2ts/counter-strike"
game.onTick(() => {
// Do something every game tick
})
game.runNextTick
Runs a function on the next game tick
Run a function on the next game tick
import { Instance } from "cspointscript"
import { game } from "s2ts/counter-strike"
game.runNextTick(() => {
// Do something next game tick
})
game.runAfterDelayTicks
Runs a function after a delay of ticks
Run a function after a delay of ticks
import { Instance } from "cspointscript"
import { game } from "s2ts/counter-strike"
game.runAfterDelayTicks(() => {
// Do something after 128 ticks (2 seconds)
}, 128)
game.runAfterDelaySeconds
Runs a function after a delay in seconds
Run a function after a delay in seconds
import { Instance } from "cspointscript"
import { game } from "s2ts/counter-strike"
game.runAfterDelaySeconds(() => {
// Do something after 2.5 seconds (160 ticks)
}, 2.5)