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