mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-21 20:21:09 +00:00
1082 lines
32 KiB
Text
1082 lines
32 KiB
Text
// sample animation script
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//
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//
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// commands:
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// Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
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// variables:
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// FgColor
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// BgColor
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// Position
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// Size
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// Blur (hud panels only)
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// TextColor (hud panels only)
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// Ammo2Color (hud panels only)
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// Alpha (hud weapon selection only)
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// SelectionAlpha (hud weapon selection only)
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// TextScan (hud weapon selection only)
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//
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// interpolator:
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// Linear
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// Accel - starts moving slow, ends fast
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// Deaccel - starts moving fast, ends slow
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//
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// RunEvent <event name> <start time>
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// starts another even running at the specified time
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//
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// StopEvent <event name> <start time>
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// stops another event that is current running at the specified time
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//
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// StopAnimation <panel name> <variable> <start time>
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// stops all animations refering to the specified variable in the specified panel
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//
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// StopPanelAnimations <panel name> <start time>
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// stops all active animations operating on the specified panel
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//
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// SetFont <panel name> <Font Parameter> <Font name from scheme> <start time>
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// change to a diff font- use cl_Animation info to get Font parameter (left column)
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//
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//
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// Useful game console commands:
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// cl_Animationinfo <hudelement name> or <panelname>
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// displays all the animatable variables for the hud element
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//
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////////////////////// HUD MENU /////////////////////////////
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event MenuOpen
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{
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StopEvent MenuClose 0.0
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// fade in
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Animate HudMenu Alpha "255" Linear 0.0 0.1
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Animate HudMenu SelectionAlpha "255" Linear 0.0 0.1
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Animate HudMenu MenuColor "255 255 255 255" Linear 0.0 0.1
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Animate HudMenu ItemColor "200 200 200 255" Linear 0.0 0.1
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Animate HudMenu MenuBoxColor "0 0 0 25" Linear 0.0 0.1
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Animate HudMenu TextScan "1" Linear 0.0 0.1
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// Undo any blur
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Animate HudMenu Blur "1" Linear 0.0 0.01
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// Fonts
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SetFont HudMenu "TextFont" "Default" 0.0
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SetFont HudMenu "ItemFont" "Default" 0.0
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SetFont HudMenu "ItemFontPulsing" "Default" 0.0
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}
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event MenuClose
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{
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// Hide it
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Animate HudMenu Alpha "0" Linear 0.0 1
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Animate HudMenu SelectionAlpha "0" Linear 0.0 1
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Animate HudMenu MenuColor "0 0 0 0" Linear 0.0 1
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Animate HudMenu ItemColor "0 0 0 0" Linear 0.0 1
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}
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event MenuPulse
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{
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Animate HudMenu Blur "7" Linear 0.0 0.1
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Animate HudMenu Blur "2" Deaccel 0.1 0.1
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Animate HudMenu Blur "7" Linear 0.2 0.1
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Animate HudMenu Blur "2" Deaccel 0.3 0.1
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Animate HudMenu Blur "7" Linear 0.4 0.1
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Animate HudMenu Blur "2" Deaccel 0.5 0.1
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Animate HudMenu Blur "1" Deaccel 0.6 0.4
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}
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////////////////////// FORTRESS POINTS /////////////////////////////
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event NewTotalFortPoints
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{
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Animate HudPlayerTotalScore FgColor "HealthIncAbove100Color" Linear 0.0 0.25
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Animate HudPlayerTotalScore FgColor "FgColor" Linear 0.25 0.3
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Animate HudPlayerTotalScore Blur "3" Linear 0.0 0.1
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Animate HudPlayerTotalScore Blur "0" Deaccel 0.1 2.0
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}
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event NewLatestFortPoints
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{
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Animate HudPlayerLatestScore FgColor "HealthIncAbove100Color" Linear 0.0 0.25
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// Animate HudPlayerLatestScore FgColor "FgColor" Linear 0.75 0.3
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// change the number after Linear here for however long you want the latest score to stay on screen before fading
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Animate HudPlayerLatestScore FgColor "0 0 0 0" Linear 4.0 0.5
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Animate HudPlayerLatestScore Blur "3" Linear 0.0 0.1
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Animate HudPlayerLatestScore Blur "0" Deaccel 0.1 2.0
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}
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////////////////////// ARMOR /////////////////////////////
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// "0 210 0 255" - semidark green
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event ArmorIncrease
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{
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StopEvent ArmorBelow25 0.0
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Animate HudArmor FgColor "FgColor" Linear 0.0 0.0
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Animate HudArmor FgColor "200 255 200 255" Deaccel 0.0 0.3
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Animate HudArmor FgColor "FgColor" Accel 0.3 0.3
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}
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event ArmorDamageTaken
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{
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Animate HudArmor FgColor "255 255 255 255" Linear 0.0 0.0
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Animate HudArmor FgColor "255 255 255 255" Linear 0.0 0.05
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Animate HudArmor FgColor "FgColor" Deaccel 0.05 0.05
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}
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event ArmorBelow25
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{
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Animate HudArmor FgColor "ArmorLowColor" Linear 0.0 0.0
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Animate HudArmor FgColor "ArmorLowColor" Linear 0.0 0.27
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Animate HudArmor FgColor "255 255 255 255" Linear 0.27 0.03
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Animate HudArmor FgColor "ArmorLowColor" Linear 0.3 0.01
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RunEvent ArmorBelow25 0.31
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}
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event ArmorIncreaseBelow25
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{
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StopEvent ArmorBelow25 0.0
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RunEvent ArmorIncrease 0.0
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RunEvent ArmorBelow25 0.8
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}
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////////////////////// ADDARMOR /////////////////////////////
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// "0 210 0 255" - semidark green
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event NewAddArmor
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{
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Animate HudPlayerAddArmor FgColor "FgColor" Linear 0.0 0.0
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Animate HudPlayerAddArmor FgColor "255 128 50 255" Deaccel 0.0 0.3
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Animate HudPlayerAddArmor Position "87 406" Linear 0.0 0.0
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Animate HudPlayerAddArmor Position "87 376" Linear 0.0 4.5
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// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
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Animate HudPlayerAddArmor FgColor "0 0 0 0" Linear 2.0 0.5
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Animate HudPlayerAddArmor Blur "3" Linear 0.0 0.1
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Animate HudPlayerAddArmor Blur "0" Deaccel 0.1 2.0
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}
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event NewSubtractArmor
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{
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Animate HudPlayerAddArmor FgColor "FgColor" Linear 0.0 0.0
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Animate HudPlayerAddArmor FgColor "ArmorLowColor" Deaccel 0.0 0.3
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Animate HudPlayerAddArmor Position "87 406" Linear 0.0 0.0
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Animate HudPlayerAddArmor Position "87 376" Linear 0.0 4.5
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// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
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Animate HudPlayerAddArmor FgColor "0 0 0 0" Linear 2.0 0.5
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Animate HudPlayerAddArmor Blur "3" Linear 0.0 0.1
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Animate HudPlayerAddArmor Blur "0" Deaccel 0.1 2.0
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}
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////////////////////// HEALTH /////////////////////////////
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event HealthIncrease
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{
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StopEvent HealthBelow25 0.0
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Animate HudHealth FgColor "FgColor" Linear 0.0 0.0
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Animate HudHealth Blur "3" Linear 0.0 0.1
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Animate HudHealth Blur "0" Deaccel 0.1 2.0
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}
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event HealthIncreaseAbove100
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{
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StopEvent HealthBelow25 0.0
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Animate HudHealth FgColor "HealthIncAbove100Color" Linear 0.0 0.25
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Animate HudHealth FgColor "FgColor" Linear 0.25 0.3
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Animate HudHealth Blur "3" Linear 0.0 0.1
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Animate HudHealth Blur "0" Deaccel 0.1 2.0
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}
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// Pertains to FortressForever HudHealth
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event HealthDamageTaken
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{
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Animate HudHealth FgColor "255 255 255 255" Linear 0.0 0.0
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Animate HudHealth FgColor "255 255 255 255" Linear 0.0 0.05
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Animate HudHealth FgColor "FgColor" Deaccel 0.05 0.05
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}
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// Pertains to FortressForever HudHealth
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event HealthBelow25
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{
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Animate HudHealth FgColor "HealthLowColor" Linear 0.0 0.0
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Animate HudHealth FgColor "HealthLowColor" Linear 0.0 0.27
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Animate HudHealth FgColor "255 255 255 255" Accel 0.27 0.03
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Animate HudHealth FgColor "HealthLowColor" Deaccel 0.3 0.27
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Animate HudHealth FgColor "255 255 255 255" Accel 0.57 0.03
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Animate HudHealth FgColor "HealthLowColor" Deaccel 0.6 0.1
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RunEvent HealthBelow25 0.7
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}
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// Pertains to FortressForever HudHealth
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event HealthIncreaseBelow25
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{
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StopEvent HealthBelow25 0.0
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RunEvent HealthIncrease 0.0
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RunEvent HealthBelow25 0.8
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}
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////////////////////// ADDHEALTH /////////////////////////////
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// "0 210 0 255" - semidark green
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event NewAddHealth
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{
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Animate HudPlayerAddHealth FgColor "FgColor" Linear 0.0 0.0
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Animate HudPlayerAddHealth FgColor "0 210 0 255" Deaccel 0.0 0.3
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Animate HudPlayerAddHealth Position "3 406" Linear 0.0 0.0
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Animate HudPlayerAddHealth Position "3 376" Linear 0.0 4.5
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// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
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Animate HudPlayerAddHealth FgColor "0 0 0 0" Linear 2.0 0.5
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Animate HudPlayerAddHealth Blur "3" Linear 0.0 0.1
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Animate HudPlayerAddHealth Blur "0" Deaccel 0.1 2.0
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}
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event NewSubtractHealth
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{
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Animate HudPlayerAddHealth FgColor "FgColor" Linear 0.0 0.0
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Animate HudPlayerAddHealth FgColor "HealthLowColor" Deaccel 0.0 0.3
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Animate HudPlayerAddHealth Position "3 406" Linear 0.0 0.0
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Animate HudPlayerAddHealth Position "3 376" Linear 0.0 4.5
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// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
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Animate HudPlayerAddHealth FgColor "0 0 0 0" Linear 2.0 0.5
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Animate HudPlayerAddHealth Blur "3" Linear 0.0 0.1
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Animate HudPlayerAddHealth Blur "0" Deaccel 0.1 2.0
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}
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////////////////////// OTHER /////////////////////////////
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event LevelInit
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{
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}
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event OpenWeaponSelectionMenu
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{
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StopEvent CloseWeaponSelectionMenu 0.0
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StopEvent WeaponPickup 0.0
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StopEvent FadeOutWeaponSelectionMenu 0.0
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// make the display visible
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Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1
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Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1
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Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1
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Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1
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Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1
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}
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event CloseWeaponSelectionMenu
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{
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// hide the whole thing near immediately
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Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1
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Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1
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Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1
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Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1
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}
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event FadeOutWeaponSelectionMenu
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{
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// slowly hide the whole thing
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Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5
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Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5
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Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5
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Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5
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}
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// Jiggles: Hint Box Fade in/out
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event OpenHintCenter
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{
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StopEvent CloseHintCenter 0.0
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StopEvent FadeOutHintCenter 0.0
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StopEvent OpenHintCenterIcon 0.0
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// make the display visible
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//Animate HudHintCenter Alpha "180" Linear 0.0 0.1
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Animate HudHintCenter SelectionAlpha "255" Linear 0.0 0.1
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Animate HudHintCenter BGBoxColor "Dark" Linear 0.0 0.1
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Animate HudHintCenter TextColor "BrightFg" Linear 0.0 0.1
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Animate HudHintCenter TextScan "1" Linear 0.0 0.1
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Animate HudHintText Alpha "255" Linear 0.0 0.1
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Animate NextButton Alpha "255" Linear 0.0 0.1
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Animate PrevButton Alpha "255" Linear 0.0 0.1
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}
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event OpenHintCenterIcon
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{
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StopEvent CloseHintCenter 0.0
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StopEvent FadeOutHintCenter 0.0
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StopEvent OpenHintCenter 0.0
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// make the display visible
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//Animate HudHintCenter Alpha "180" Linear 0.0 0.1
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Animate HudHintCenter SelectionAlpha "0" Linear 0.0 0.1
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Animate HudHintCenter BGBoxColor "Dark" Linear 0.0 0.1
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Animate HudHintCenter TextColor "BrightFg" Linear 0.0 0.1
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Animate HudHintCenter TextScan "1" Linear 0.0 0.1
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Animate HudHintText Alpha "0" Linear 0.0 0.1
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Animate NextButton Alpha "0" Linear 0.0 0.1
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Animate PrevButton Alpha "0" Linear 0.0 0.1
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}
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event CloseHintCenter
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{
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// hide the whole thing near immediately
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Animate HudHintCenter BGBoxColor "0 0 0 0" Linear 0.0 0.1
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Animate HudHintCenter TextColor "0 0 0 0" Linear 0.0 0.1
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//Animate HudHintCenter Alpha "0" Linear 0.0 0.1
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Animate HudHintCenter SelectionAlpha "0" Linear 0.0 0.1
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Animate HudHintText Alpha "0" Linear 0.0 0.1
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Animate NextButton Alpha "0" Linear 0.0 0.1
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Animate PrevButton Alpha "0" Linear 0.0 0.1
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}
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event FadeOutHintCenter
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{
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// slowly hide the whole thing
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Animate HudHintCenter BGBoxColor "0 0 0 0" Linear 0.0 1.5
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Animate HudHintCenter TextColor "0 0 0 0" Linear 0.0 1.5
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//Animate HudHintCenter Alpha "0" Linear 0.0 1.5
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Animate HudHintCenter SelectionAlpha "0" Linear 0.0 1.5
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Animate HudHintText Alpha "0" Linear 0.0 1.5
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Animate NextButton Alpha "0" Linear 0.0 1.5
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Animate PrevButton Alpha "0" Linear 0.0 1.5
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}
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// End
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event SuitAuxPowerMax
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{
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// hide the suit power
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Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4
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Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4
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}
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event SuitAuxPowerNotMax
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{
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// show suit power
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Animate HudSuitPower BgColor "BgColor" Linear 0.0 0.4
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Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
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}
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event SuitAuxPowerDecreasedBelow25
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{
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// make color red
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Animate HudSuitPower AuxPowerColor "255 0 0 220" Linear 0.0 0.4
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}
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event SuitAuxPowerIncreasedAbove25
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{
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// make colr bright
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Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
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}
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event SuitAuxPowerNoItemsActive
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{
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// resize the aux power to be the smallest size
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Animate HudSuitPower Size "102 26" Linear 0.0 0.4
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Animate HudSuitPower Position "16 400" Linear 0.0 0.4
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// Animate HudSuitPower text_xpos "8" Linear 0.0 0.4
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// Animate HudSuitPower text_ypos "15" Linear 0.0 0.4
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}
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event SuitAuxPowerOneItemActive
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{
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// resize the aux power to fit one item
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Animate HudSuitPower Size "102 36" Linear 0.0 0.4
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Animate HudSuitPower Position "16 390" Linear 0.0 0.4
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}
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event SuitAuxPowerTwoItemsActive
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{
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// resize the aux power to fit two items
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Animate HudSuitPower Size "102 46" Linear 0.0 0.4
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Animate HudSuitPower Position "16 380" Linear 0.0 0.4
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}
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event SuitAuxPowerThreeItemsActive
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{
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// resize the aux power to fit three items
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Animate HudSuitPower Size "102 56" Linear 0.0 0.4
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Animate HudSuitPower Position "16 370" Linear 0.0 0.4
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}
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event SuitFlashlightOn
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{
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Animate HudFlashlight TextColor "255 220 0 255" Linear 0.0 0.1
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Animate HudFlashlight TextColor "255 220 0 160" Deaccel 0.1 0.75
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Animate HudFlashlight BgColor "BgColor" Linear 0.0 0.75
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}
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event SuitFlashlightOff
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{
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StopEvent SuitFlashlightOn 0.0
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Animate HudFlashlight TextColor "0 0 0 0" Linear 0.0 0.4
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Animate HudFlashlight BgColor "0 0 0 0" Linear 0.0 0.4
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}
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event HudTakeDamageAll
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{
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RunEvent HudTakeDamageFront 0.0
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RunEvent HudTakeDamageLeft 0.0
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RunEvent HudTakeDamageRight 0.0
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RunEvent HudTakeDamageBehind 0.0
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}
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event HudTakeDamageFront
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{
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Animate HudDamageIndicator DmgColorFront "255 88 0 150" Linear 0.0 0.0
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Animate HudDamageIndicator DmgColorFront "255 0 0 150" Linear 0.0 0.2
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Animate HudDamageIndicator DmgColorFront "255 0 0 0" Deaccel 0.2 0.3
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}
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event HudTakeDamageLeft
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{
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Animate HudDamageIndicator DmgColorLeft "255 88 0 150" Linear 0.0 0.0
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Animate HudDamageIndicator DmgColorLeft "255 0 0 150" Linear 0.0 0.2
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Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.2 0.3
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}
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event HudTakeDamageRight
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{
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Animate HudDamageIndicator DmgColorRight "255 88 0 150" Linear 0.0 0.0
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Animate HudDamageIndicator DmgColorRight "255 0 0 150" Linear 0.0 0.2
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Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.2 0.3
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}
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event HudTakeDamageBehind
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{
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// RunEvent HudTakeDamageLeft 0.0
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// RunEvent HudTakeDamageRight 0.0
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Animate HudDamageIndicator DmgColorBehind "255 88 0 150" Linear 0.0 0.0
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Animate HudDamageIndicator DmgColorBehind "255 0 0 150" Linear 0.0 0.2
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Animate HudDamageIndicator DmgColorBehind "255 0 0 0" Deaccel 0.2 0.3
|
|
}
|
|
|
|
event HudTakeDamageMidLeft
|
|
{
|
|
Animate HudDamageIndicator DmgColorLeft "255 88 0 200" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.3
|
|
Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.3 0.5
|
|
}
|
|
|
|
event HudTakeDamageMidRight
|
|
{
|
|
Animate HudDamageIndicator DmgColorRight "255 88 0 200" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.3
|
|
Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.3 0.5
|
|
}
|
|
|
|
event HudTakeDamageMidBehind
|
|
{
|
|
Animate HudDamageIndicator DmgColorBehind "255 88 0 200" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorBehind "255 0 0 200" Linear 0.0 0.3
|
|
Animate HudDamageIndicator DmgColorBehind "255 0 0 0" Deaccel 0.3 0.5
|
|
}
|
|
|
|
event HudTakeDamageMidFront
|
|
{
|
|
Animate HudDamageIndicator DmgColorFront "255 88 0 200" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorFront "255 0 0 200" Linear 0.0 0.3
|
|
Animate HudDamageIndicator DmgColorFront "255 0 0 0" Deaccel 0.3 0.5
|
|
}
|
|
|
|
event HudTakeDamageHighLeft
|
|
{
|
|
Animate HudDamageIndicator DmgColorLeft "255 88 0 255" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.4
|
|
Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.4 0.7
|
|
}
|
|
|
|
event HudTakeDamageHighRight
|
|
{
|
|
Animate HudDamageIndicator DmgColorRight "255 88 0 255" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.4
|
|
Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.4 0.7
|
|
}
|
|
|
|
event HudTakeDamageHighBehind
|
|
{
|
|
Animate HudDamageIndicator DmgColorBehind "255 88 0 255" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorBehind "255 0 0 200" Linear 0.0 0.4
|
|
Animate HudDamageIndicator DmgColorBehind "255 0 0 0" Deaccel 0.4 0.7
|
|
}
|
|
|
|
event HudTakeDamageHighFront
|
|
{
|
|
Animate HudDamageIndicator DmgColorFront "255 88 0 255" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgColorFront "255 0 0 200" Linear 0.0 0.4
|
|
Animate HudDamageIndicator DmgColorFront "255 0 0 0" Deaccel 0.4 0.7
|
|
}
|
|
|
|
event HudTakeDamageDrown
|
|
{
|
|
RunEvent HudTakeDamageAll 0.0
|
|
}
|
|
|
|
event HudTakeDamagePoison
|
|
{
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 236 128 240" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 236 128 0" Deaccel 0.4 0.8
|
|
}
|
|
|
|
event HudTakeDamageBurn
|
|
{
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.0
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.2 0.4
|
|
}
|
|
|
|
event HudTakeDamageRadiation
|
|
{
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 255 255 128" Deaccel 0.0 0.1
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 255 255 0" Deaccel 0.1 0.4
|
|
RunEvent HudTakeDamageBehind 0.0
|
|
}
|
|
|
|
event HudPlayerDeath
|
|
{
|
|
StopEvent HealthLoop 0.0
|
|
StopEvent HealthPulse 0.0
|
|
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 96" Deaccel 0.1 0.2
|
|
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 255" Deaccel 0.3 4.0
|
|
}
|
|
|
|
event HealthIncreasedAbove20
|
|
{
|
|
StopEvent HealthLoop 0.0
|
|
StopEvent HealthPulse 0.0
|
|
StopEvent HealthLow 0.0
|
|
|
|
Animate HudHealth BgColor "BgColor" Linear 0.0 0.0
|
|
|
|
Animate HudHealth TextColor "FgColor" Linear 0.0 0.04
|
|
Animate HudHealth FgColor "FgColor" Linear 0.0 0.03
|
|
|
|
Animate HudHealth Blur "3" Linear 0.0 0.1
|
|
Animate HudHealth Blur "0" Deaccel 0.1 2.0
|
|
}
|
|
|
|
event HealthIncreasedBelow20
|
|
{
|
|
Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
|
|
Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
|
|
|
|
Animate HudHealth Blur "3" Linear 0.0 0.1
|
|
Animate HudHealth Blur "0" Deaccel 0.1 2.0
|
|
}
|
|
|
|
event SuitPowerIncreasedAbove20
|
|
{
|
|
StopEvent SuitLoop 0.0
|
|
StopEvent SuitPulse 0.0
|
|
StopEvent SuitPowerZero 0.0
|
|
|
|
Animate HudSuit Alpha "255" Linear 0.0 0.0
|
|
|
|
Animate HudSuit BgColor "BgColor" Linear 0.0 0.0
|
|
|
|
Animate HudSuit TextColor "FgColor" Linear 0.0 0.05
|
|
Animate HudSuit FgColor "FgColor" Linear 0.0 0.05
|
|
|
|
Animate HudSuit Blur "3" Linear 0.0 0.1
|
|
Animate HudSuit Blur "0" Deaccel 0.1 2.0
|
|
}
|
|
|
|
|
|
event SuitPowerIncreasedBelow20
|
|
{
|
|
StopEvent SuitPowerZero 0.0
|
|
Animate HudSuit Alpha "255" Linear 0.0 0.0
|
|
|
|
Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
|
|
Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
|
|
|
|
Animate HudSuit Blur "3" Linear 0.0 0.1
|
|
Animate HudSuit Blur "0" Deaccel 0.1 2.0
|
|
}
|
|
|
|
event SuitPowerZero
|
|
{
|
|
StopEvent SuitLoop 0.0
|
|
StopEvent SuitPulse 0.0
|
|
StopEvent SuitArmorLow 0.0
|
|
StopEvent SuitDamageTaken 0.0
|
|
|
|
Animate HudSuit Alpha "0" Linear 0.0 0.4
|
|
}
|
|
|
|
event TestMovement
|
|
{
|
|
Animate HudHealth Position "256 120" Linear 0.0 2.0
|
|
Animate HudHealth Size "128 24" Linear 0.0 1.5
|
|
}
|
|
|
|
event HealthDamageTaken
|
|
{
|
|
Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
|
|
Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
|
|
|
|
Animate HudHealth Blur "3" Linear 0.0 0.1
|
|
Animate HudHealth Blur "0" Deaccel 0.1 2.0
|
|
|
|
Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2
|
|
}
|
|
|
|
event SuitDamageTaken
|
|
{
|
|
Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
|
|
Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
|
|
|
|
Animate HudSuit Blur "3" Linear 0.0 0.1
|
|
Animate HudSuit Blur "0" Deaccel 0.1 2.0
|
|
|
|
Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
|
|
}
|
|
|
|
// health has been damaged to below 20%
|
|
event HealthLow
|
|
{
|
|
StopEvent HealthDamageTaken 0.0
|
|
StopEvent HealthPulse 0.0
|
|
StopEvent HealthLoop 0.0
|
|
|
|
//Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1
|
|
//Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75
|
|
|
|
Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2
|
|
Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2
|
|
|
|
Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2
|
|
|
|
Animate HudHealth Blur "5" Linear 0.0 0.1
|
|
Animate HudHealth Blur "3" Deaccel 0.1 0.9
|
|
|
|
RunEvent HealthPulse 1.0
|
|
}
|
|
|
|
event HealthPulse
|
|
{
|
|
Animate HudHealth Blur "5" Linear 0.0 0.1
|
|
Animate HudHealth Blur "2" Deaccel 0.1 0.8
|
|
Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1
|
|
Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8
|
|
//Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1
|
|
//Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8
|
|
|
|
RunEvent HealthLoop 0.8
|
|
}
|
|
|
|
// call to loop HealthPulse
|
|
event HealthLoop
|
|
{
|
|
RunEvent HealthPulse 0.0
|
|
}
|
|
|
|
|
|
// suit armor has been damaged to below 20%
|
|
event SuitArmorLow
|
|
{
|
|
StopEvent SuitDamageTaken 0.0
|
|
StopEvent SuitPulse 0.0
|
|
StopEvent SuitLoop 0.0
|
|
|
|
// removing this effect -- matching it to the event for normal suit damage
|
|
// so, there will be no special indication (redness, flashing)
|
|
// in the hud that the suit armor is low
|
|
|
|
// Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1
|
|
// Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75
|
|
|
|
Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
|
|
Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
|
|
|
|
Animate HudSuit Blur "3" Linear 0.0 0.1
|
|
Animate HudSuit Blur "0" Deaccel 0.1 2.0
|
|
|
|
Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
|
|
|
|
// RunEvent SuitPulse 1.0
|
|
}
|
|
|
|
event SuitPulse
|
|
// this even no longer gets called
|
|
{
|
|
Animate HudSuit Blur "5" Linear 0.0 0.1
|
|
Animate HudSuit Blur "2" Deaccel 0.1 0.8
|
|
Animate HudSuit TextColor "BrightDamagedFg" Linear 0.0 0.1
|
|
Animate HudSuit TextColor "DamagedFg" Deaccel 0.1 0.8
|
|
Animate HudSuit BgColor "100 0 0 80" Linear 0.0 0.1
|
|
Animate HudSuit BgColor "BgColor" Deaccel 0.1 0.8
|
|
RunEvent SuitLoop 0.8
|
|
}
|
|
|
|
event SuitLoop
|
|
{
|
|
// this event no longer gets called
|
|
RunEvent SuitPulse 0.0
|
|
}
|
|
|
|
// ammo has been picked up
|
|
event AmmoIncreased
|
|
{
|
|
Animate HudAmmo FgColor "0 0 255 255" Linear 0.0 0.3
|
|
Animate HudAmmo FgColor "FgColor" Deaccel 0.3 1.5
|
|
Animate HudAmmo Blur "5" Linear 0.0 0.0
|
|
Animate HudAmmo Blur "0" Accel 0.01 1.5
|
|
}
|
|
|
|
// ammo has been decreased, but there is still some remaining
|
|
event AmmoDecreased
|
|
{
|
|
StopEvent AmmoIncreased 0.0
|
|
|
|
Animate HudAmmo Blur "7" Linear 0.0 0.0
|
|
Animate HudAmmo Blur "0" Deaccel 0.1 1.5
|
|
|
|
Animate HudAmmo TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudAmmo TextColor "FgColor" Deaccel 0.1 0.75
|
|
}
|
|
|
|
// primary ammo is zero
|
|
event AmmoEmpty
|
|
{
|
|
Animate Hudammo FgColor "HealthLowColor" Linear 0.0 0.0
|
|
}
|
|
|
|
// ammo2 is the total ammo for a weapon that uses clip ammo
|
|
event Ammo2Increased
|
|
{
|
|
Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2
|
|
Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2
|
|
}
|
|
|
|
// total ammo has been decreased, but there is still some remaining
|
|
event Ammo2Decreased
|
|
{
|
|
Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2
|
|
Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2
|
|
}
|
|
|
|
// total ammo is zero
|
|
event Ammo2Empty
|
|
{
|
|
Animate Hudammo FgColor "HealthLowColor" Linear 0.0 0.0
|
|
}
|
|
|
|
event AmmoSecondaryIncreased
|
|
{
|
|
Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.15
|
|
Animate HudAmmoSecondary FgColor "FgColor" Deaccel 0.15 1.5
|
|
Animate HudAmmoSecondary Blur "5" Linear 0.0 0.0
|
|
Animate HudAmmoSecondary Blur "0" Accel 0.01 1.5
|
|
}
|
|
|
|
event AmmoSecondaryDecreased
|
|
{
|
|
StopEvent AmmoSecondaryIncreased 0.0
|
|
|
|
Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0
|
|
Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5
|
|
|
|
Animate HudAmmoSecondary TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudAmmoSecondary TextColor "FgColor" Deaccel 0.1 0.75
|
|
}
|
|
|
|
event AmmoSecondaryEmpty
|
|
{
|
|
Animate HudAmmoSecondary FgColor "HealthLowColor" Linear 0.0 0.0
|
|
|
|
}
|
|
|
|
// current weapon has been changed
|
|
event WeaponChanged
|
|
{
|
|
//Animate HudAmmo BgColor "250 220 0 80" Linear 0.0 0.1
|
|
//Animate HudAmmo BgColor "BgColor" Deaccel 0.1 1.0
|
|
Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudAmmo FgColor "FgColor" Linear 0.2 1.5
|
|
}
|
|
|
|
// ran if we just changed to a weapon that needs clip ammo
|
|
event WeaponUsesClips
|
|
{
|
|
Animate HudAmmo Position "r150 432" Deaccel 0.0 0.4
|
|
Animate HudAmmo Size "132 36" Deaccel 0.0 0.4
|
|
}
|
|
|
|
// ran if we just changed to a weapon that does not use clip ammo
|
|
event WeaponDoesNotUseClips
|
|
{
|
|
Animate HudAmmo Position "r118 432" Deaccel 0.0 0.4
|
|
Animate HudAmmo Size "100 36" Deaccel 0.0 0.4
|
|
}
|
|
|
|
event WeaponUsesSecondaryAmmo
|
|
{
|
|
StopAnimation HudAmmo Position 0.0
|
|
StopAnimation HudAmmo Size 0.0
|
|
StopPanelAnimations HudAmmoSecondary 0.0
|
|
|
|
//Animate HudAmmoSecondary BgColor "250 220 0 60" Linear 0.0 0.1
|
|
//Animate HudAmmoSecondary BgColor "BgColor" Deaccel 0.1 1.0
|
|
Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudAmmoSecondary FgColor "FgColor" Linear 0.2 1.5
|
|
Animate HudAmmoSecondary Alpha 255 Linear 0.0 0.1
|
|
|
|
//Animate HudAmmo Position "r222 432" Deaccel 0.0 0.5
|
|
//Animate HudAmmo Size "132 36" Deaccel 0.0 0.4
|
|
}
|
|
|
|
event WeaponDoesNotUseSecondaryAmmo
|
|
{
|
|
StopPanelAnimations HudAmmoSecondary 0.0
|
|
Animate HudAmmoSecondary FgColor "0 0 0 0" Linear 0.0 0.4
|
|
//Animate HudAmmoSecondary BgColor "0 0 0 0" Linear 0.0 0.4
|
|
Animate HudAmmoSecondary Alpha 0 Linear 0.0 0.1
|
|
}
|
|
|
|
event CraneMagnetFlash
|
|
{
|
|
Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.0 0.1
|
|
Animate HudCraneMagnet TextColor "255 220 0 160" Deaccel 0.1 0.3
|
|
Animate HudCraneMagnet TextColor "255 170 0 220" Deaccel 0.4 0.3
|
|
Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.8 0.2
|
|
}
|
|
|
|
event HintMessageShow
|
|
{
|
|
// show the hints
|
|
Animate HudHintDisplay Alpha 255 Linear 0.0 0.5
|
|
|
|
// flash text
|
|
Animate HudHintDisplay FgColor "FgColor" Linear 0.0 0.01
|
|
Animate HudHintDisplay FgColor "255 220 0 255" Linear 0.5 0.2
|
|
Animate HudHintDisplay FgColor "FgColor" Linear 0.7 0.2
|
|
Animate HudHintDisplay FgColor "255 220 0 255" Linear 1.5 0.2
|
|
Animate HudHintDisplay FgColor "FgColor" Linear 1.7 0.2
|
|
|
|
// hide the panel after a while
|
|
Animate HudHintDisplay Alpha 0 Linear 12.0 1.0
|
|
}
|
|
|
|
event HintMessageHide
|
|
{
|
|
Animate HudHintDisplay Alpha 0 Linear 0.0 0.5
|
|
}
|
|
|
|
event SquadMemberAdded
|
|
{
|
|
StopEvent SquadMemberDied 0.0
|
|
StopEvent SquadMemberLeft 0.0
|
|
|
|
// add in the squad member, brighter then normal color
|
|
Animate HudSquadStatus LastMemberColor "255 220 0 255" Linear 0.0 0.3
|
|
Animate HudSquadStatus LastMemberColor "255 220 0 160" Linear 0.3 0.3
|
|
}
|
|
|
|
event SquadMemberLeft
|
|
{
|
|
StopEvent SquadMemberDied 0.0
|
|
StopEvent SquadMemberAdded 0.0
|
|
|
|
// fade out the icon
|
|
Animate HudSquadStatus LastMemberColor "255 220 0 0" Linear 0.0 0.5
|
|
}
|
|
|
|
event SquadMemberDied
|
|
{
|
|
StopEvent SquadMemberAdded 0.0
|
|
StopEvent SquadMemberLeft 0.0
|
|
|
|
// flash red, hold, then disappear
|
|
Animate HudSquadStatus LastMemberColor "255 0 0 255" Linear 0.0 0.5
|
|
Animate HudSquadStatus LastMemberColor "255 0 0 0" Linear 2.0 2.0
|
|
}
|
|
|
|
event SquadMembersFollowing
|
|
{
|
|
StopEvent SquadMembersStationed 0.0
|
|
Animate HudSquadStatus SquadTextColor "255 220 0 255" Linear 0.0 0.2
|
|
Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.2 0.4
|
|
}
|
|
|
|
event SquadMembersStationed
|
|
{
|
|
StopEvent SquadMembersFollowing 0.0
|
|
Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.5 0.5
|
|
}
|
|
|
|
event PoisonDamageTaken
|
|
{
|
|
Animate HudPoisonDamageIndicator Alpha 255 Linear 0.0 1.0
|
|
RunEvent PoisonLoop 0.0
|
|
}
|
|
|
|
event PoisonDamageCured
|
|
{
|
|
StopEvent PoisonDamageTaken 0.0
|
|
StopEvent PoisonLoop 0.0
|
|
StopEvent PoisonPulse 0.0
|
|
Animate HudPoisonDamageIndicator Alpha 0 Linear 0.0 1.0
|
|
}
|
|
|
|
event PoisonPulse
|
|
{
|
|
Animate HudPoisonDamageIndicator TextColor "BrightFg" Linear 0.0 0.1
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Animate HudPoisonDamageIndicator TextColor "FgColor" Deaccel 0.1 0.8
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Animate HudPoisonDamageIndicator BgColor "100 0 0 80" Linear 0.0 0.1
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Animate HudPoisonDamageIndicator BgColor "BgColor" Deaccel 0.1 0.8
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|
|
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RunEvent PoisonLoop 0.8
|
|
}
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|
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// call to loop PoisonLoop
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|
event PoisonLoop
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|
{
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|
RunEvent PoisonPulse 0.0
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|
}
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|
|
|
// Grenade has been picked up
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|
event GrenadeIncreased
|
|
{
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|
Animate HudGrenade FgColor "BrightFg" Linear 0.0 0.15
|
|
Animate HudGrenade FgColor "FgColor" Deaccel 0.15 1.5
|
|
Animate HudGrenade Blur "5" Linear 0.0 0.0
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|
Animate HudGrenade Blur "0" Accel 0.01 1.5
|
|
}
|
|
|
|
// Grenade has been decreased, but there is still some remaining
|
|
event GrenadeDecreased
|
|
{
|
|
StopEvent GrenadeIncreased 0.0
|
|
|
|
Animate HudGrenade Blur "7" Linear 0.0 0.0
|
|
Animate HudGrenade Blur "0" Deaccel 0.1 1.5
|
|
|
|
Animate HudGrenade TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudGrenade TextColor "FgColor" Deaccel 0.1 0.75
|
|
}
|
|
|
|
// primary Grenade is zero
|
|
event GrenadeEmpty
|
|
{
|
|
Animate HudGrenade FgColor "HealthLowColor" Linear 0.0 0.0
|
|
}
|
|
|
|
// Grenade2 is the total Grenade for a weapon that uses clip Grenade
|
|
event Grenade2Increased
|
|
{
|
|
Animate HudGrenade Grenade2color "BrightFg" Linear 0.0 0.2
|
|
Animate HudGrenade Grenade2color "FgColor" Accel 0.2 1.2
|
|
}
|
|
|
|
// total Grenade has been decreased, but there is still some remaining
|
|
event Grenade2Decreased
|
|
{
|
|
Animate HudGrenade Grenade2color "BrightFg" Linear 0.0 0.2
|
|
Animate HudGrenade Grenade2color "FgColor" Accel 0.2 1.2
|
|
}
|
|
|
|
// total Grenade is zero
|
|
event Grenade2Empty
|
|
{
|
|
Animate HudGrenade Grenade2color "HealthLowColor" Linear 0.0 0.2
|
|
}
|
|
|
|
event GrenadeSecondaryIncreased
|
|
{
|
|
Animate HudGrenadeSecondary FgColor "BrightFg" Linear 0.0 0.15
|
|
Animate HudGrenadeSecondary FgColor "FgColor" Deaccel 0.15 1.5
|
|
Animate HudGrenadeSecondary Blur "5" Linear 0.0 0.0
|
|
Animate HudGrenadeSecondary Blur "0" Accel 0.01 1.5
|
|
}
|
|
|
|
event GrenadeSecondaryDecreased
|
|
{
|
|
StopEvent GrenadeSecondaryIncreased 0.0
|
|
|
|
Animate HudGrenadeSecondary Blur "7" Linear 0.0 0.0
|
|
Animate HudGrenadeSecondary Blur "0" Deaccel 0.1 1.5
|
|
|
|
Animate HudGrenadeSecondary TextColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudGrenadeSecondary TextColor "FgColor" Deaccel 0.1 0.75
|
|
}
|
|
|
|
event GrenadeSecondaryEmpty
|
|
{
|
|
Animate HudGrenadeSecondary FgColor "BrightDamagedFg" Linear 0.0 0.2
|
|
Animate HudGrenadeSecondary FgColor "DamagedFg" Accel 0.2 1.2
|
|
Animate HudGrenadeSecondary Blur "7" Linear 0.0 0.0
|
|
Animate HudGrenadeSecondary Blur "0" Deaccel 0.1 1.5
|
|
|
|
}
|
|
|
|
// current Grenades has been changed
|
|
event ClassHasGrenades
|
|
{
|
|
Animate HudGrenade BgColor "250 220 0 80" Linear 0.0 0.1
|
|
Animate HudGrenade BgColor "BgColor" Deaccel 0.1 1.0
|
|
Animate HudGrenade FgColor "BrightFg" Linear 0.0 0.1
|
|
Animate HudGrenade FgColor "FgColor" Linear 0.2 1.5
|
|
}
|
|
|
|
// ran if we just changed to a Grenades that needs clip Grenade
|
|
event ClassHasTwoGrenades
|
|
{
|
|
Animate HudGrenade Position "r150 382" Deaccel 0.0 0.4
|
|
Animate HudGrenade Size "132 36" Deaccel 0.0 0.4
|
|
}
|
|
|
|
// ran if we just changed to a Grenades that does not use clip Grenade
|
|
event ClassHasOneGrenade
|
|
{
|
|
Animate HudGrenade Position "r118 382" Deaccel 0.0 0.4
|
|
Animate HudGrenade Size "100 36" Deaccel 0.0 0.4
|
|
}
|
|
|
|
event FadeInBuildTimer
|
|
{
|
|
Animate HudBuildTimer Alpha 255 Linear 0.0 0.2
|
|
}
|
|
|
|
event FadeOutBuildTimer
|
|
{
|
|
Animate HudBuildTimer Alpha 0 Linear 0.0 0.2
|
|
}
|
|
|
|
event FadeInGrenade1Timer
|
|
{
|
|
Animate HudGrenade1Timer Alpha 255 Linear 0.0 0.2
|
|
}
|
|
|
|
event FadeOutGrenade1Timer
|
|
{
|
|
Animate HudGrenade1Timer Alpha 0 Linear 0.0 0.2
|
|
}
|
|
|
|
event FadeInGrenade2Timer
|
|
{
|
|
Animate HudGrenade2Timer Alpha 255 Linear 0.0 0.2
|
|
}
|
|
|
|
event FadeOutGrenade2Timer
|
|
{
|
|
Animate HudGrenade2Timer Alpha 0 Linear 0.0 0.2
|
|
}
|