0% found this document useful (0 votes)
36 views

Eventlog

This document describes the configuration variables and log file format for event logging in the game Xonotic. It provides details on how matches, scores, kills and other events are logged, including the log file format, identifiers used for players, teams, weapons and other elements. Logged events include joins, kills, flag captures, votes and more, with timestamps and other metadata.

Uploaded by

Esteban León
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
36 views

Eventlog

This document describes the configuration variables and log file format for event logging in the game Xonotic. It provides details on how matches, scores, kills and other events are logged, including the log file format, identifiers used for players, teams, weapons and other elements. Logged events include joins, kills, flag captures, votes and more, with timestamps and other metadata.

Uploaded by

Esteban León
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 3

cvars (see xonotic.

org/tools/cacs for more up-to-date information):


______________

sv_eventlog master switch


sv_eventlog_files print frags, scores and captures for separate
files each match
sv_eventlog_console print frags, scores and captures to serverconsole
during the match
sv_logscores_bots choose whether bot are included in stats or not

sv_eventlog_files_counter number of matches logged until now


sv_eventlog_files_nameprefix file name prefix to be used
sv_eventlog_files_namesuffix file name extension to be used
sv_eventlog_files_timestamps prefix log lines in the files with :time events

log format:
______________

:logversion:3
:gamestart:<gametype>_<mapname>:<matchid>
:gameinfo:mutators:LIST:mutator1:mutator2:...

(note that mutators are listed by their cvar name with g_ removed,
unless such a cvar is 1 by default - then the mutator is listed with
a no_ prefix if the cvar is 0)

:gameinfo:end
:join:<ID>:<slot>:<ip>:<nickname>
:join:<ID>:<slot>:bot:<nickname>
:name:<ID>:<nickname>
:part:<ID>
:team:<ID>:<team>:<jointype>
:kill:frag:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of
killer>:victimitems=<itemstring of victim>
:kill:tk:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of
killer>:victimitems=<itemstring of victim>
:kill:suicide:<ID>:<ID>:type=<death type>:items=<itemstring>
:kill:accident:<ID>:<ID>:type=<death type>:items=<itemstring>
:ctf:steal:<flagcolor>:<ID of attacker>
:ctf:dropped:<flagcolor>:<ID of dropper>
:ctf:pickup:<flagcolor>:<ID of attacker>
:ctf:capture:<flagcolor>:<ID of attacker>
:ctf:return:<flagcolor>:<ID of defender>
:ctf:returned:<flagcolor>
:dom:taken:<previouscolor>:<ID of player>
:keyhunt:capture:<ID of player>:<points for player>:<ID of key owner>:<points
for key owner>:<name of key>
:keyhunt:carrierfrag:<ID of player>:<points for player>:<ID of key
owner>:<points for key owner>:<name of key>
:keyhunt:collect:<ID of player>:<points for player>:<ID of key owner>:<points
for key owner>:<name of key>
:keyhunt:destroyed:<ID of player>:<points for player>:<ID of key owner>:<points
for key owner>:<name of key>
:keyhunt:destroyed_holdingkey:<ID of player>:<points for player>:<ID of key
owner>:<points for key owner>:<name of key>
:keyhunt:dropkey:<ID of player>:<points for player>:<ID of key owner>:<points
for key owner>:<name of key>
:keyhunt:losekey:<ID of player>:<points for player>:<ID of key owner>:<points
for key owner>:<name of key>
:keyhunt:push:<ID of player>:<points for player>:<ID of key owner>:<points for
key owner>:<name of key>
:keyhunt:pushed:<ID of player>:<points for player>:<ID of key owner>:<points for
key owner>:<name of key>
:scores:<gametype>_<mapname>:<map runtime>
:labels:player:<head1><flags>,<head2><flags>,...
:player:see-labels:<score1>,<score2>,...:<playtime>:<team>:<ID>:<nickname>
:player:see-labels:<score1>,<score2>,...:<playtime>:spectator:<ID>:<nickname>
:labels:teamscores:<head1><flags>,<head2><flags>,...
:teamscores:see-labels:<score1>,<score2>,...:<team>
:end
:restart
:gameover
:vote:suggested:<mapname>:<playerid>
:vote:keeptwo:<mapname>:<mapvotes>:<mapname>:<mapvotes>:::<mapname>:<mapvotes>:.
..:didn't vote:<notvoters>
:vote:finished:<mapname>:<mapvotes>:::<mapname>:<mapvotes>:<mapname>:<mapvotes>:
...:didn't vote:<notvoters>
:vote:suggestion_accepted:<mapname>
:vote:vcall:<ID of player>:<vote command display string>
:vote:vyes:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>
:vote:vno:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>
:vote:vtimeout:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>
:vote:vstop:<ID of stopper>
:vote:vlogin:<ID of player>
:vote:vdo:<ID of player>:<do command display string>
:time:<YYYY-MM-DD HH:MM:SS>
:recordset:<ID of player>:<time in seconds>

Note that only the :join and :player lines ever contain player names. The
:time event only appears in the log files if sv_eventlog_files_timestamps
is 1; there is no way to log these time stamps to the console (for console
timestamps, set timestamps to 1).

team colors:
1 = No Team (Domination)
5 = Red Team
14 = Blue Team
13 = Yellow Team
10 = Pink Team

join types:
1 = connect
2 = auto
3 = manual
4 = spectating
6 = adminmove

label flags:
!! = primary sorting key
<!! = primary sorting key, lower is better
! = secondary sorting key
<! = secondary sorting key, lower is better
< = lower is better

itemstring:
<weaponid><flags>
or
<weaponid><flags>|<runes>
where flags can contain:
F = player carries the flag
S = player has strength
I = player has the shield
T = player is typing (console, menu or chat)

and weapon IDs are:


1 = Laser
2 = Shotgun
3 = Machine Gun
4 = Mortar
5 = Electro
6 = Crylink
7 = Vortex
8 = Hagar
9 = Rocket Launcher
10 = Port-O-Launch
11 = Vaporizer
12 = Grappling Hook
13 = Heavy Laser Assault Cannon
14 = T.A.G. Seeker

death type:
either a weapon ID ORed with weapon death flags, or one of
the notifications in common/deathtypes.qh in the form of a string.

weapon death flags are:


256 = secondary fire
512 = splash damage
1024 = bounced projectile
2048 = head shot (MinstaNex only)
4096 = unused flag

There will be a log analyzer parsing this file format soon. Note that weapon
IDs are below 10000.

You might also like