Post: G_AddEvent For Zombies - Mapped Out
10-07-2015, 04:33 AM #1
NickBeHaxing
Stoner Zone
(adsbygoogle = window.adsbygoogle || []).push({}); Hello NGU,
Today i was working on my sprx zombie menu and i came across a cool funcution!
This funcution works for all clients and you can make some cool shit with it!

    
0x302CF0 - G_AddEvent(gentity_s *ent, int event, unsigned int eventParm)
0xFA805C - G_Entity
0x34C - Client Interval

If your coding C# Using RPC it should look like this:
    
public void G_AddEvent(Int32 clientIndex, Int32 Event, UInt32 eventParam)
{
RPC.Call(0x302CF0, 0xFA805C + (0x34C * clientIndex), Event, eventParam);
}

If your coding SPRX Using TOC it should look like this:
    
opd_s AddEvent = { 0x302CF0, TOC };
void(*G_AddEvent)(gentity_s *ent, int event, unsigned int eventParm) = (void(*)(gentity_s*,int,unsigned int))&AddEvent;


I took the time to find every event!

Events:
    
0x00 - EV_NONE
0x01 - EV_FOLIAGE_SOUND
0x02 - EV_STOP_WEAPON_SOUND
0x03 - EV_STOP_SOUND_ALIAS
0x04 - EV_SOUND_ALIAS
0x05 - EV_SOUND_ALIAS_NOTIFY
0x06 - EV_SOUND_BATTLECHAT_ALIAS
0x07 - EV_STOPSOUNDS
0x08 - EV_STANCE_FORCE_STAND
0x09 - EV_STANCE_FORCE_CROUCH
0x0A - EV_STANCE_FORCE_PRONE
0x0B - EV_ITEM_PICKUP
0x0C - EV_AMMO_PICKUP
0x0D - EV_NOAMMO
0x0E - EV_NOAMMO_LEFT
0x0F - EV_EMPTYCLIP
0x10 - EV_EMPTY_OFFHAND
0x11 - EV_RESET_ADS
0x12 - EV_RELOAD
0x13 - EV_RELOAD_FROM_EMPTY
0x14 - EV_RELOAD_START
0x15 - EV_RELOAD_END
0x16 - EV_RELOAD_START_NOTIFY
0x17 - EV_RELOAD_ADDAMMO
0x18 - EV_RAISE_WEAPON
0x19 - EV_FIRST_RAISE_WEAPON
0x1A - EV_PUTAWAY_WEAPON
0x1B - EV_WEAPON_ALT
0x1C - EV_PULLBACK_WEAPON
0x1D - EV_FIRE_WEAPON
0x1E - EV_FIRE_WEAPON_LASTSHOT
0x1F - EV_FIRE_WEAPON_LEFT
0x20 - EV_FIRE_WEAPON_LASTSHOT_LEFT
0x21 - EV_RECHAMBER_WEAPON
0x22- EV_EJECT_BRASS
0x23 - EV_MELEE_SWIPE
0x24 - EV_FIRE_MELEE
0x25 - EV_WEAPON_DEPLOYING
0x26 - EV_WEAPON_FINISH_DEPLOYING
0x27 - EV_WEAPON_BREAKING_DOWN
0x28 - EV_WEAPON_FINISH_BREAKING_DOWN
0x29 - EV_PREP_OFFHAND
0x2A - EV_USE_OFFHAND
0x2B - EV_SWITCH_OFFHAND
0x2C - EV_MELEE_HIT
0x2D - EV_MELEE_MISS
0x2E - EV_MELEE_BLOOD
0x2F - EV_FIRE_WEAPON_MG42
0x30 - EV_FIRE_WEAPON_MG42A
0x31 - EV_FIRE_QUADBARREL_1
0x32 - EV_FIRE_QUADBARREL_2
0x33 - EV_BULLET_TRACER
0x34 - EV_BULLET_HIT
0x35 - EV_BULLET_HIT_CLIENT_SMALL
0x36 - EV_BULLET_HIT_CLIENT_LARGE
0x37 - EV_DESTRUCTIBLE_BULLET_HIT
0x38 - EV_DESTRUCTIBLE_EXPLOSION_HIT
0x39 - EV_GRENADE_BOUNCE
0x3A - EV_GRENADE_EXPLODE
0x3B - EV_ROCKET_EXPLODE
0x3C - EV_ROCKET_EXPLODE_NOMARKS
0x3D - EV_FLASHBANG_EXPLODE
0x3E - EV_CUSTOM_EXPLODE
0x3F - EV_CUSTOM_EXPLODE_NOMARKS
0x40 - EV_CHANGE_TO_DUD
0x41 - EV_DUD_EXPLODE
0x42 - EV_DUD_IMPACT
0x43 - EV_FIRE_EXPLODE
0x44 - EV_TIMED_FX
0x45 - EV_MOLOTOV_FLOAT
0x46 - EV_FAKE_FIRE
0x47 - EV_PLAY_FX
0x48 - EV_PLAY_FX_ON_TAG
0x49 - EV_PHYS_EXPLOSION_SPHERE
0x4A - EV_PHYS_EXPLOSION_CYLINDER
0x4B - EV_PHYS_EXPLOSION_JOLT
0x4C - EV_PHYS_LAUNCH
0x4D - EV_CREATE_DYNENT
0x4E - EV_CREATE_ROPE
0x4F - EV_BLOOD_IMPACTS
0x50 - EV_DETACH_ENTITY
0x51 - EV_DELETE_ROPE
0x52 - EV_ROPE_COLLIDE
0x53 - EV_ROPE_SETFLAG
0x54 - EV_ROPE_SETPARAM
0x55 - EV_ROPE_ADDANCHOR
0x56 - EV_ROPE_REMOVEANCHOR
0x57 - EV_ROPE_MOVEANCHOR
0x58 - EV_SETWETNESS
0x59 - EV_EARTHQUAKE
0x5A - EV_GRENADE_DROP
0x5B - EV_GRENADE_SUICIDE
0x5C - EV_DETONATE
0x5D - EV_NIGHTVISION_WEAR
0x5E - EV_NIGHTVISION_REMOVE
0x5F - EV_PLAY_RUMBLE_ON_ENT
0x60 - EV_PLAY_RUMBLE_ON_POS
0x61 - EV_PLAY_RUMBLELOOP_ON_ENT
0x62 - EV_PLAY_RUMBLELOOP_ON_POS
0x63 - EV_STOP_RUMBLE
0x64 - EV_STOP_ALL_RUMBLES
0x65 - EV_OBITUARY
0x66 - EV_NO_FRAG_GRENADE_HINT
0x67 - EV_NO_SPECIAL_GRENADE_HINT
0x68 - EV_TARGET_TOO_CLOSE_HINT
0x69 - EV_TARGET_NOT_ENOUGH_CLEARANCE
0x6A - EV_LOCKON_REQUIRED_HINT
0x6B - EV_FOOTSTEP_SPRINT
0x6C - EV_FOOTSTEP_RUN
0x6D - EV_FOOTSTEP_WALK
0x6E - EV_FOOTSTEP_CROUCHRUN
0x6F - EV_FOOTSTEP_CROUCHWALK
0x70 - EV_FOOTSTEP_PRONE
0x71 - EV_MANTLE
0x72 - EV_JUMP
0x73 - EV_LANDING_DEFAULT
0x74 - EV_LANDING_BARK
0x75 - EV_LANDING_BRICK
0x76 - EV_LANDING_CARPET
0x77 - EV_LANDING_CLOTH
0x78 - EV_LANDING_CONCRETE
0x79 - EV_LANDING_DIRT
0x7A - EV_LANDING_FLESH
0x7B - EV_LANDING_FOLIAGE
0x7C - EV_LANDING_GLASS
0x7D - EV_LANDING_GRASS
0x7E - EV_LANDING_GRAVEL
0x7F - EV_LANDING_ICE
0x80 - EV_LANDING_METAL
0x81 - EV_LANDING_MUD
0x82 - EV_LANDING_PAPER
0x83 - EV_LANDING_PLASTER
0x84 - EV_LANDING_ROCK
0x85 - EV_LANDING_SAND
0x86 - EV_LANDING_SNOW
0x87 - EV_LANDING_WATER
0x88 - EV_LANDING_WOOD
0x89 - EV_LANDING_ASPHALT
0x8A - EV_LANDING_CERAMIC
0x8B - EV_LANDING_PLASTIC
0x8C - EV_LANDING_RUBBER
0x8D - EV_LANDING_CUSHION
0x8E - EV_LANDING_FRUIT
0x8F - EV_LANDING_PAINTEDMETAL
0x90 - EV_LANDING_PLAYER
0x91 - EV_LANDING_TALLGRASS
0x92 - EV_LANDING_PAIN_DEFAULT
0x93 - EV_LANDING_PAIN_BARK
0x94 - EV_LANDING_PAIN_BRICK
0x95 - EV_LANDING_PAIN_CARPET
0x96 - EV_LANDING_PAIN_CLOTH
0x97 - EV_LANDING_PAIN_CONCRETE
0x98 - EV_LANDING_PAIN_DIRT
0x99 - EV_LANDING_PAIN_FLESH
0x9A - EV_LANDING_PAIN_FOLIAGE
0x9B - EV_LANDING_PAIN_GLASS
0x9C - EV_LANDING_PAIN_GRASS
0x9D - EV_LANDING_PAIN_GRAVEL
0x9E - EV_LANDING_PAIN_ICE
0x9F - EV_LANDING_PAIN_METAL
0xA0 - EV_LANDING_PAIN_MUD
0xA1 - EV_LANDING_PAIN_PAPER
0xA2 - EV_LANDING_PAIN_PLASTER
0xA3 - EV_LANDING_PAIN_ROCK
0xA4 - EV_LANDING_PAIN_SAND
0xA5 - EV_LANDING_PAIN_SNOW
0xA6 - EV_LANDING_PAIN_WATER
0xA7 - EV_LANDING_PAIN_WOOD
0xA8 - EV_LANDING_PAIN_ASPHALT
0xA9 - EV_LANDING_PAIN_CERAMIC
0xAA - EV_LANDING_PAIN_PLASTIC
0xAB - EV_LANDING_PAIN_RUBBER
0xAC - EV_LANDING_PAIN_CUSHION
0xAD - EV_LANDING_PAIN_FRUIT
0xAE - EV_LANDING_PAIN_PAINTEDMETAL
0xAF - EV_LANDING_PAIN_PLAYER
0xB0 - EV_LANDING_PAIN_TALLGRASS
0xB1 - EV_FIRE_VEHICLE_TURRET
0xB2 - EV_FIRE_GUNNER_1
0xB3 - EV_FIRE_GUNNER_2
0xB4 - EV_FIRE_GUNNER_3
0xB5 - EV_FIRE_GUNNER_4
0xB6 - EV_FIRE_GUNNER_1A
0xB7 - EV_FIRE_GUNNER_2A
0xB8 - EV_FIRE_GUNNER_3A
0xB9 - EV_FIRE_GUNNER_4A
0xBA - EV_START_CAMERA_TWEEN
0xBB - EV_DESTRUCTIBLE_DISABLE_PIECES
0xBC - EV_FOOTPRINT
0xBD - EV_CANNOTPLANT
0xBE - EV_DTP_LAUNCH
0xBF - EV_DTP_LAND
0xC0 - EV_SLIDE_START
0xC1 - EV_SLIDE_STOP
0xC2 - EV_SCOPE_ZOOM
0xC3 - EV_JAM_WEAPON
0xC4 - EV_STACKFIRE
0xC5 - EV_BOLT_IMPACT
0xC6 - EV_BOLT_IMPALE
0xC7 - EV_PLAY_WEAPON_DEATH_EFFECTS
0xC8 - EV_PLAY_WEAPON_DAMAGE_EFFECTS
0xC9 - EV_FACE_EVENT
0xCA - EV_SETLOCALWIND
0xCB - EV_FLOAT_LONGER
0xCC - EV_FORCE_BUOYANCY
0xCD - EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS
0xCE - EV_SCALE_BUOYANCY
0xCF - EV_ALLOWPITCH
0xD0 - EV_GIB
0xD1 - EV_STANCE_INVALID


Note: Not All Event's Work, But These are all corrected.
I've Dumped them all from the elf.

[EDIT] The Events are all the same for each map, but the param for 0x47 - EV_PLAY_FX are not. They change depending on what map your on.

Kino Event Params:
    
0x47 - EV_PLAY_FX Params
------------------
0x01 - Big Blood
0x02 - Small Blood
0x03 - Small Smoke
0x04 - Teleporter Light
0x05 - Spawn Sparkler
0x0A Or 0x0B - Big Smoke
0x0C - Spawn Ball of Light
0x0E - Spawn Electric Spark
0x0F - Spawn Electric Big Spark
0x10 - Spawm Lightning Bolt
0x11 - Spawn Spinning Lightinig Bolts
0x14 -- 0x16 - Big Electric Ball
0x17 - Spawn Fire
0x18 - Spawn 4 Blinking Red Christmas Light
0x19 or 0x23- Spawn Simple Smoke
0x1A Or 0x1F- Spawn Hotbox Smoke
0x1B - Spawn Fire Smoke
0x1C Or 0x1D- Spawn Small Smoke
0x1E - Spawn Medium Smoke
0x1F - Spawn Small Smoke
0x20 - Spawn Dogs Smoke
0x21 - Spawn Ground Smoke
0x23 Or 0x24- Spawn Rain Drops
0x25 - Spawn Yellow Glitchy ball of Light
0x2C - Spawn Poop Smoke
0x2D - Spawn Mist
0x2F - Spawn Sparkler w/ sound
0x30 - Big Sparkler w/ sound
0x31 - Spawn White Stage Light
0x33 - Spawn Yellow Stage Light
0x34 - Spawn Bright Yellow Stage Light
0x35 - Spawn Dim White Light
0x36 - Spawn orange flare
0x37 - Spawn orange Blinking flare
0x38 - Spawn Dim White Light
0x39 - spawn Flashing white light
-
0x55 - Spawn Five Telporter
0x56 - Disco Lights
-
0x5C - Spawn Crawler
0x5B - Roof Tiles
0x79 - Drunk Vision
0x83 - Nuke Animation

Each Map has about 350 params. Going over the limit will cause you to freeze.
------------------
0x60 - EV_PLAY_RUMBLE_ON_POS
------------------
0x0C - Low Rumble
0x0D - High Rumble
------------------
0x5F - EV_PLAY_RUMBLE_ON_ENT
------------------
Each Value Changes How Intense The Rumble Is.
There is No pattern some are stronger then others
------------------
0x73 - 0xB0 EV_LANDING_XXX Or EV_LANDING_PAIN_XXX
------------------
Each Value Changes What Your Landing On.
Changing Param Changes How Intense The Fall is onto each object.
------------------
0xB2 - 0xB9 - EV_FIRE_GUNNER_XX
------------------
Each Value Changes What Gun Your Shooting.
Param's Dont Matter.
------------------
0x08 - 0x0A - EV_STANCE_FORCE_XXXX
------------------
Forces Stance, Param's Dont Matter.


There Are More, I'll Update the thread when my menu is released!

Here is an example on how to call the funcution.

Example with the Play_FX (with Nuke effect in the example)
G_AddEvent(0, 0x47, 0x83); //0x47 is the event for play_fx, 0x83 the eventParam (Effect Index) for the Nuke.

Once My Menu is don't i will be releasing my Library for zombies. This is just a small part of my findings.
I know this game is old, but zombies is alot of fun and with this funcution you can make things like auto-tea bag,
gore mode, rumbling controllers, earthquake etc.

G_AddEvent For MW2 You must login or register to view this content.
Thanks to milky for help with some of the mapping!

Enjoy! :salll:
Last edited by NickBeHaxing ; 10-13-2015 at 03:15 AM. Reason: Updated With More Research!

The following 14 users say thank you to NickBeHaxing for this useful post:

-JM-, /SneakerStreet/, Bigmoneyhustlin, Dog88Christian, Geo, iiiCenTurY, joni_djESP, Kryptus, makeabce, milky4444, Psycedelic, RTE, SnaY
10-07-2015, 04:59 PM #2
SnaY
Former Lead of GS
Originally posted by NickBeHaxing View Post
Hello NGU,
Today i was working on my sprx zombie menu and i came across a cool funcution!
This funcution works for all clients and you can make some cool shit with it!

    
0x302CF0 - G_AddEvent(gentity_s *ent, int event, unsigned int eventParm)
0xFA805C - G_Entity
0x34C - Client Interval

If your coding C# Using RPC it should look like this:
    
public void G_AddEvent(Int32 clientIndex, Int32 Event, UInt32 eventParam)
{
RPC.Call(0x302CF0, 0xFA805C + (0x34C * clientIndex), Event, eventParam);
}

If your coding SPRX Using TOC it should look like this:
    
opd_s AddEvent = { 0x302CF0, TOC };
void(*G_AddEvent)(gentity_s *ent, int event, unsigned int eventParm) = (void(*)(gentity_s*,int,unsigned int))&AddEvent;


I took the time to find every event!

Events:
    
0x00 - EV_NONE
0x01 - EV_FOLIAGE_SOUND
0x02 - EV_STOP_WEAPON_SOUND
0x03 - EV_STOP_SOUND_ALIAS
0x04 - EV_SOUND_ALIAS
0x05 - EV_SOUND_ALIAS_NOTIFY
0x06 - EV_SOUND_BATTLECHAT_ALIAS
0x07 - EV_STOPSOUNDS
0x08 - EV_STANCE_FORCE_STAND
0x09 - EV_STANCE_FORCE_CROUCH
0x0A - EV_STANCE_FORCE_PRONE
0x0B - EV_ITEM_PICKUP
0x0C - EV_AMMO_PICKUP
0x0D - EV_NOAMMO
0x0E - EV_NOAMMO_LEFT
0x0F - EV_EMPTYCLIP
0x10 - EV_EMPTY_OFFHAND
0x11 - EV_RESET_ADS
0x12 - EV_RELOAD
0x13 - EV_RELOAD_FROM_EMPTY
0x14 - EV_RELOAD_START
0x15 - EV_RELOAD_END
0x16 - EV_RELOAD_START_NOTIFY
0x17 - EV_RELOAD_ADDAMMO
0x18 - EV_RAISE_WEAPON
0x19 - EV_FIRST_RAISE_WEAPON
0x1A - EV_PUTAWAY_WEAPON
0x1B - EV_WEAPON_ALT
0x1C - EV_PULLBACK_WEAPON
0x1D - EV_FIRE_WEAPON
0x1E - EV_FIRE_WEAPON_LASTSHOT
0x1F - EV_FIRE_WEAPON_LEFT
0x20 - EV_FIRE_WEAPON_LASTSHOT_LEFT
0x21 - EV_RECHAMBER_WEAPON
0x22- EV_EJECT_BRASS
0x23 - EV_MELEE_SWIPE
0x24 - EV_FIRE_MELEE
0x25 - EV_WEAPON_DEPLOYING
0x26 - EV_WEAPON_FINISH_DEPLOYING
0x27 - EV_WEAPON_BREAKING_DOWN
0x28 - EV_WEAPON_FINISH_BREAKING_DOWN
0x29 - EV_PREP_OFFHAND
0x2A - EV_USE_OFFHAND
0x2B - EV_SWITCH_OFFHAND
0x2C - EV_MELEE_HIT
0x2D - EV_MELEE_MISS
0x2E - EV_MELEE_BLOOD
0x2F - EV_FIRE_WEAPON_MG42
0x30 - EV_FIRE_WEAPON_MG42A
0x31 - EV_FIRE_QUADBARREL_1
0x32 - EV_FIRE_QUADBARREL_2
0x33 - EV_BULLET_TRACER
0x34 - EV_BULLET_HIT
0x35 - EV_BULLET_HIT_CLIENT_SMALL
0x36 - EV_BULLET_HIT_CLIENT_LARGE
0x37 - EV_DESTRUCTIBLE_BULLET_HIT
0x38 - EV_DESTRUCTIBLE_EXPLOSION_HIT
0x39 - EV_GRENADE_BOUNCE
0x3A - EV_GRENADE_EXPLODE
0x3B - EV_ROCKET_EXPLODE
0x3C - EV_ROCKET_EXPLODE_NOMARKS
0x3D - EV_FLASHBANG_EXPLODE
0x3E - EV_CUSTOM_EXPLODE
0x3F - EV_CUSTOM_EXPLODE_NOMARKS
0x40 - EV_CHANGE_TO_DUD
0x41 - EV_DUD_EXPLODE
0x42 - EV_DUD_IMPACT
0x43 - EV_FIRE_EXPLODE
0x44 - EV_TIMED_FX
0x45 - EV_MOLOTOV_FLOAT
0x46 - EV_FAKE_FIRE
0x47 - EV_PLAY_FX
0x48 - EV_PLAY_FX_ON_TAG
0x49 - EV_PHYS_EXPLOSION_SPHERE
0x4A - EV_PHYS_EXPLOSION_CYLINDER
0x4B - EV_PHYS_EXPLOSION_JOLT
0x4C - EV_PHYS_LAUNCH
0x4D - EV_CREATE_DYNENT
0x4E - EV_CREATE_ROPE
0x4F - EV_BLOOD_IMPACTS
0x50 - EV_DETACH_ENTITY
0x51 - EV_DELETE_ROPE
0x52 - EV_ROPE_COLLIDE
0x53 - EV_ROPE_SETFLAG
0x54 - EV_ROPE_SETPARAM
0x55 - EV_ROPE_ADDANCHOR
0x56 - EV_ROPE_REMOVEANCHOR
0x57 - EV_ROPE_MOVEANCHOR
0x58 - EV_SETWETNESS
0x59 - EV_EARTHQUAKE
0x5A - EV_GRENADE_DROP
0x5B - EV_GRENADE_SUICIDE
0x5C - EV_DETONATE
0x5D - EV_NIGHTVISION_WEAR
0x5E - EV_NIGHTVISION_REMOVE
0x5F - EV_PLAY_RUMBLE_ON_ENT
0x60 - EV_PLAY_RUMBLE_ON_POS
0x61 - EV_PLAY_RUMBLELOOP_ON_ENT
0x62 - EV_PLAY_RUMBLELOOP_ON_POS
0x63 - EV_STOP_RUMBLE
0x64 - EV_STOP_ALL_RUMBLES
0x65 - EV_OBITUARY
0x66 - EV_NO_FRAG_GRENADE_HINT
0x67 - EV_NO_SPECIAL_GRENADE_HINT
0x68 - EV_TARGET_TOO_CLOSE_HINT
0x69 - EV_TARGET_NOT_ENOUGH_CLEARANCE
0x6A - EV_LOCKON_REQUIRED_HINT
0x6B - EV_FOOTSTEP_SPRINT
0x6C - EV_FOOTSTEP_RUN
0x6D - EV_FOOTSTEP_WALK
0x6E - EV_FOOTSTEP_CROUCHRUN
0x6F - EV_FOOTSTEP_CROUCHWALK
0x70 - EV_FOOTSTEP_PRONE
0x71 - EV_MANTLE
0x72 - EV_JUMP
0x73 - EV_LANDING_DEFAULT
0x74 - EV_LANDING_BARK
0x75 - EV_LANDING_BRICK
0x76 - EV_LANDING_CARPET
0x77 - EV_LANDING_CLOTH
0x78 - EV_LANDING_CONCRETE
0x79 - EV_LANDING_DIRT
0x7A - EV_LANDING_FLESH
0x7B - EV_LANDING_FOLIAGE
0x7C - EV_LANDING_GLASS
0x7D - EV_LANDING_GRASS
0x7E - EV_LANDING_GRAVEL
0x7F - EV_LANDING_ICE
0x80 - EV_LANDING_METAL
0x81 - EV_LANDING_MUD
0x82 - EV_LANDING_PAPER
0x83 - EV_LANDING_PLASTER
0x84 - EV_LANDING_ROCK
0x85 - EV_LANDING_SAND
0x86 - EV_LANDING_SNOW
0x87 - EV_LANDING_WATER
0x88 - EV_LANDING_WOOD
0x89 - EV_LANDING_ASPHALT
0x8A - EV_LANDING_CERAMIC
0x8B - EV_LANDING_PLASTIC
0x8C - EV_LANDING_RUBBER
0x8D - EV_LANDING_CUSHION
0x8E - EV_LANDING_FRUIT
0x8F - EV_LANDING_PAINTEDMETAL
0x90 - EV_LANDING_PLAYER
0x91 - EV_LANDING_TALLGRASS
0x92 - EV_LANDING_PAIN_DEFAULT
0x93 - EV_LANDING_PAIN_BARK
0x94 - EV_LANDING_PAIN_BRICK
0x95 - EV_LANDING_PAIN_CARPET
0x96 - EV_LANDING_PAIN_CLOTH
0x97 - EV_LANDING_PAIN_CONCRETE
0x98 - EV_LANDING_PAIN_DIRT
0x99 - EV_LANDING_PAIN_FLESH
0x9A - EV_LANDING_PAIN_FOLIAGE
0x9B - EV_LANDING_PAIN_GLASS
0x9C - EV_LANDING_PAIN_GRASS
0x9D - EV_LANDING_PAIN_GRAVEL
0x9E - EV_LANDING_PAIN_ICE
0x9F - EV_LANDING_PAIN_METAL
0xA0 - EV_LANDING_PAIN_MUD
0xA1 - EV_LANDING_PAIN_PAPER
0xA2 - EV_LANDING_PAIN_PLASTER
0xA3 - EV_LANDING_PAIN_ROCK
0xA4 - EV_LANDING_PAIN_SAND
0xA5 - EV_LANDING_PAIN_SNOW
0xA6 - EV_LANDING_PAIN_WATER
0xA7 - EV_LANDING_PAIN_WOOD
0xA8 - EV_LANDING_PAIN_ASPHALT
0xA9 - EV_LANDING_PAIN_CERAMIC
0xAA - EV_LANDING_PAIN_PLASTIC
0xAB - EV_LANDING_PAIN_RUBBER
0xAC - EV_LANDING_PAIN_CUSHION
0xAD - EV_LANDING_PAIN_FRUIT
0xAE - EV_LANDING_PAIN_PAINTEDMETAL
0xAF - EV_LANDING_PAIN_PLAYER
0xB0 - EV_LANDING_PAIN_TALLGRASS
0xB1 - EV_FIRE_VEHICLE_TURRET
0xB2 - EV_FIRE_GUNNER_1
0xB3 - EV_FIRE_GUNNER_2
0xB4 - EV_FIRE_GUNNER_3
0xB5 - EV_FIRE_GUNNER_4
0xB6 - EV_FIRE_GUNNER_1A
0xB7 - EV_FIRE_GUNNER_2A
0xB8 - EV_FIRE_GUNNER_3A
0xB9 - EV_FIRE_GUNNER_4A
0xBA - EV_START_CAMERA_TWEEN
0xBB - EV_DESTRUCTIBLE_DISABLE_PIECES
0xBC - EV_FOOTPRINT
0xBD - EV_CANNOTPLANT
0xBE - EV_DTP_LAUNCH
0xBF - EV_DTP_LAND
0xC0 - EV_SLIDE_START
0xC1 - EV_SLIDE_STOP
0xC2 - EV_SCOPE_ZOOM
0xC3 - EV_JAM_WEAPON
0xC4 - EV_STACKFIRE
0xC5 - EV_BOLT_IMPACT
0xC6 - EV_BOLT_IMPALE
0xC7 - EV_PLAY_WEAPON_DEATH_EFFECTS
0xC8 - EV_PLAY_WEAPON_DAMAGE_EFFECTS
0xC9 - EV_FACE_EVENT
0xCA - EV_SETLOCALWIND
0xCB - EV_FLOAT_LONGER
0xCC - EV_FORCE_BUOYANCY
0xCD - EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS
0xCE - EV_SCALE_BUOYANCY
0xCF - EV_ALLOWPITCH
0xD0 - EV_GIB
0xD1 - EV_STANCE_INVALID


Note: Not All Event's Work, But These are all corrected. I've Dumped them all from the elf.

Event Params:
    
0x47 - EV_PLAY_FX Params
------------------
0x01 - Big Blood
0x02 - Small Blood
0x03 - Small Smoke
0x04 - Teleporter Light
0x05 - Spawn Sparkler
0x0A Or 0x0B - Big Smoke
0x0C - Spawn Ball of Light
0x0E - Spawn Electric Spark
0x0F - Spawn Electric Big Spark
0x10 - Spawm Lightning Bolt
0x11 - Spawn Spinning Lightinig Bolts
0x14 -- 0x16 - Big Electric Ball
0x17 - Spawn Fire
0x18 - Spawn 4 Blinking Red Christmas Light
0x19 or 0x23- Spawn Simple Smoke
0x1A Or 0x1F- Spawn Hotbox Smoke
0x1B - Spawn Fire Smoke
0x1C Or 0x1D- Spawn Small Smoke
0x1E - Spawn Medium Smoke
0x1F - Spawn Small Smoke
0x20 - Spawn Dogs Smoke
0x21 - Spawn Ground Smoke
0x23 Or 0x24- Spawn Rain Drops
0x25 - Spawn Yellow Glitchy ball of Light
0x2C - Spawn Poop Smoke
0x2D - Spawn Mist
0x2F - Spawn Sparkler w/ sound
0x30 - Big Sparkler w/ sound
0x31 - Spawn White Stage Light
0x33 - Spawn Yellow Stage Light
0x34 - Spawn Bright Yellow Stage Light
0x35 - Spawn Dim White Light
0x36 - Spawn orange flare
0x37 - Spawn orange Blinking flare
0x38 - Spawn Dim White Light
0x39 - spawn Flashing white light
-
0x55 - Spawn Five Telporter
0x56 - Disco Lights
-
0x5C - Spawn Crawler
0x5B - Roof Tiles
0x79 - Drunk Vision
0x83 - Nuke Animation

Only Goes To Like 0x90 Or around there!!
There Are More Ill Find Later.
------------------
0x60 - EV_PLAY_RUMBLE_ON_POS
------------------
0x0C - Low Rumble
0x0D - High Rumble
------------------
0x5F - EV_PLAY_RUMBLE_ON_ENT
------------------
Each Value Changes How Intense The Rumble Is.
There is No pattern some are stronger then others
------------------
0x73 - 0xB0 EV_LANDING_XXX Or EV_LANDING_PAIN_XXX
------------------
Each Value Changes What Your Landing On.
Changing Param Changes How Intense The Fall is onto each object.
------------------
0xB2 - 0xB9 - EV_FIRE_GUNNER_XX
------------------
Each Value Changes What Gun Your Shooting.
Param's Dont Matter.
------------------
0x08 - 0x0A - EV_STANCE_FORCE_XXXX
------------------
Forces Stance, Param's Dont Matter.


I'm missing alot atm, I have some more research to do.

Here is an example on how to call the funcution.

Example with the Play_FX (with Nuke effect in the example)
G_AddEvent(0, 0x47, 0x83); //0x47 is the event for play_fx, 0x83 the eventParam (Effect Index) for the Nuke.

Once My Menu is don't i will be releasing my Library for zombies. This is just a small part of my findings.
I know this game is old, but zombies is alot of fun and with this funcution you can make things like auto-tea bag,
gore mode, rumbling controllers, earthquake etc.

G_AddEvent For MW2 You must login or register to view this content.
Thanks to milky for help with some of the mapping!

Enjoy! :salll:


Nice budddd :p
10-13-2015, 03:07 AM #3
Bigmoneyhustlin
Can’t trickshot me!
hell ya ! thanks 4 all ur work...
cant wait to see zombies sprx

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