Commands/Lua
Reference for console commands, Lua hooks and Lua commands in CS2D.
- Console Commands are entered in console, executed with key-binds, cfg-files or with Lua parse
- Lua Hooks execute Lua when events occur - some have a return value which can change the game behavior
- Lua Commands are used to retrieve game data or to perform actions in Lua scripts
CS2D Console Commands
Lua Hooks
Category: all (79)
- always
- assist
- attack
- attack2
- bombdefuse
- bombexplode
- bombplant
- break
- build
- buildattempt
- buy
- clientdata
- clientsetting
- collect
- connect
- connect_attempt
- connect_initplayer
- die
- disconnect
- dominate
- drop
- endround
- flagcapture
- flagtake
- flashlight
- hit
- hitzone
- hostagedamage
- hostagekill
- hostagerescue
- hostageuse
- httpdata
- itemfadeout
- join
- key
- kill
- leave
- log
- mapchange
- menu
- minute
- move
- movetile
- ms100
- name
- objectdamage
- objectkill
- objectupgrade
- parse
- projectile
- projectile_impact
- radio
- rcon
- reload
- say
- sayteam
- sayteamutf8
- sayutf8
- second
- select
- serveraction
- shieldhit
- shutdown
- spawn
- specswitch
- spray
- startround
- startround_prespawn
- suicide
- team
- trigger
- triggerentity
- turretscan
- use
- usebutton
- vipescape
- voice
- vote
- walkover
projectile_impact
Categories
Parameters
- id: id of player who shot / launched the projectile
- weapon: weapon type of projectile
- x: x position of impact (pixels)
- y: y position of impact (pixels)
- mode: impact mode
- projectileid: id of the projectile
Info
When a projectile (grenade, rocket, ...) hits something.
The mode parameter defines which kind of impact was registered:
id is the ID of the player who launched the projectile.
weapon is the weapon type ID of the related weapon:
Some projectiles "explode" as soon as they hit the ground (smoke grenade, flare, gas grenade, molotov cocktail, grenade launcher grenade). In this case the hooks projectile and projectile_impact will both be fired.
Impact modes 1 to 3 are only registered by some projectiles (RPG, rocket launcher, snowball, gut bomb).
All other projectiles do not collide with players/hostages/NPCs! They only collide with wall/ground.
Special case molotov cocktail:
The molotov cocktail also explodes on wall impact. Due to internal handling its explosion will trigger up to 3 hooks (in this order):
The mode parameter defines which kind of impact was registered:
- 0 - wall (including buildings)
- 1 - player
- 2 - hostage
- 3 - NPC
- 100 - ground (max/target flight distance reached, projectile stops flying or explodes)
id is the ID of the player who launched the projectile.
weapon is the weapon type ID of the related weapon:
Some projectiles "explode" as soon as they hit the ground (smoke grenade, flare, gas grenade, molotov cocktail, grenade launcher grenade). In this case the hooks projectile and projectile_impact will both be fired.
Impact modes 1 to 3 are only registered by some projectiles (RPG, rocket launcher, snowball, gut bomb).
All other projectiles do not collide with players/hostages/NPCs! They only collide with wall/ground.
Special case molotov cocktail:
The molotov cocktail also explodes on wall impact. Due to internal handling its explosion will trigger up to 3 hooks (in this order):
- projectile_impact with mode 0 (only if it hit a wall)
- projectile_impact with mode 100 (always)
- projectile (always)
Note: All shots from weapons with instant hit registration (bullets, laser) do not count as projectiles and do not trigger this hook!
Note: To check when a projectile explodes use the projectile hook!
Return Values
none - related action(s) [if there are any] performed by CS2D cannot be altered/omitted