fortressforever-scripts/scripts/HudAnimations.txt

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Text

// sample animation script
//
//
// commands:
// Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
// variables:
// FgColor
// BgColor
// Position
// Size
// Blur (hud panels only)
// TextColor (hud panels only)
// Ammo2Color (hud panels only)
// Alpha (hud weapon selection only)
// SelectionAlpha (hud weapon selection only)
// TextScan (hud weapon selection only)
//
// interpolator:
// Linear
// Accel - starts moving slow, ends fast
// Deaccel - starts moving fast, ends slow
//
// RunEvent <event name> <start time>
// starts another even running at the specified time
//
// StopEvent <event name> <start time>
// stops another event that is current running at the specified time
//
// StopAnimation <panel name> <variable> <start time>
// stops all animations refering to the specified variable in the specified panel
//
// StopPanelAnimations <panel name> <start time>
// stops all active animations operating on the specified panel
//
// SetFont <panel name> <Font Parameter> <Font name from scheme> <start time>
// change to a diff font- use cl_Animation info to get Font parameter (left column)
//
//
// Useful game console commands:
// cl_Animationinfo <hudelement name> or <panelname>
// displays all the animatable variables for the hud element
//
////////////////////// HUD MENU /////////////////////////////
event MenuOpen
{
StopEvent MenuClose 0.0
// fade in
Animate HudMenu Alpha "255" Linear 0.0 0.1
Animate HudMenu SelectionAlpha "255" Linear 0.0 0.1
Animate HudMenu MenuColor "255 255 255 255" Linear 0.0 0.1
Animate HudMenu ItemColor "200 200 200 255" Linear 0.0 0.1
Animate HudMenu MenuBoxColor "0 0 0 25" Linear 0.0 0.1
Animate HudMenu TextScan "1" Linear 0.0 0.1
// Undo any blur
Animate HudMenu Blur "1" Linear 0.0 0.01
// Fonts
SetFont HudMenu "TextFont" "Default" 0.0
SetFont HudMenu "ItemFont" "Default" 0.0
SetFont HudMenu "ItemFontPulsing" "Default" 0.0
}
event MenuClose
{
// Hide it
Animate HudMenu Alpha "0" Linear 0.0 1
Animate HudMenu SelectionAlpha "0" Linear 0.0 1
Animate HudMenu MenuColor "0 0 0 0" Linear 0.0 1
Animate HudMenu ItemColor "0 0 0 0" Linear 0.0 1
}
event MenuPulse
{
Animate HudMenu Blur "7" Linear 0.0 0.1
Animate HudMenu Blur "2" Deaccel 0.1 0.1
Animate HudMenu Blur "7" Linear 0.2 0.1
Animate HudMenu Blur "2" Deaccel 0.3 0.1
Animate HudMenu Blur "7" Linear 0.4 0.1
Animate HudMenu Blur "2" Deaccel 0.5 0.1
Animate HudMenu Blur "1" Deaccel 0.6 0.4
}
////////////////////// FORTRESS POINTS /////////////////////////////
event NewTotalFortPoints
{
Animate HudPlayerTotalScore FgColor "HealthIncAbove100Color" Linear 0.0 0.25
Animate HudPlayerTotalScore FgColor "FgColor" Linear 0.25 0.3
Animate HudPlayerTotalScore Blur "3" Linear 0.0 0.1
Animate HudPlayerTotalScore Blur "0" Deaccel 0.1 2.0
}
event NewLatestFortPoints
{
Animate HudPlayerLatestScore FgColor "HealthIncAbove100Color" Linear 0.0 0.25
// Animate HudPlayerLatestScore FgColor "FgColor" Linear 0.75 0.3
// change the number after Linear here for however long you want the latest score to stay on screen before fading
Animate HudPlayerLatestScore FgColor "0 0 0 0" Linear 4.0 0.5
Animate HudPlayerLatestScore Blur "3" Linear 0.0 0.1
Animate HudPlayerLatestScore Blur "0" Deaccel 0.1 2.0
}
////////////////////// ARMOR /////////////////////////////
// "0 210 0 255" - semidark green
event ArmorIncrease
{
StopEvent ArmorBelow25 0.0
Animate HudArmor FgColor "FgColor" Linear 0.0 0.0
Animate HudArmor FgColor "200 255 200 255" Deaccel 0.0 0.3
Animate HudArmor FgColor "FgColor" Accel 0.3 0.3
}
event ArmorDamageTaken
{
Animate HudArmor FgColor "255 255 255 255" Linear 0.0 0.0
Animate HudArmor FgColor "255 255 255 255" Linear 0.0 0.05
Animate HudArmor FgColor "FgColor" Deaccel 0.05 0.05
}
event ArmorBelow25
{
Animate HudArmor FgColor "ArmorLowColor" Linear 0.0 0.0
Animate HudArmor FgColor "ArmorLowColor" Linear 0.0 0.27
Animate HudArmor FgColor "255 255 255 255" Linear 0.27 0.03
Animate HudArmor FgColor "ArmorLowColor" Linear 0.3 0.01
RunEvent ArmorBelow25 0.31
}
event ArmorIncreaseBelow25
{
StopEvent ArmorBelow25 0.0
RunEvent ArmorIncrease 0.0
RunEvent ArmorBelow25 0.8
}
////////////////////// ADDARMOR /////////////////////////////
// "0 210 0 255" - semidark green
event NewAddArmor
{
Animate HudPlayerAddArmor FgColor "FgColor" Linear 0.0 0.0
Animate HudPlayerAddArmor FgColor "255 128 50 255" Deaccel 0.0 0.3
Animate HudPlayerAddArmor Position "87 406" Linear 0.0 0.0
Animate HudPlayerAddArmor Position "87 376" Linear 0.0 4.5
// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
Animate HudPlayerAddArmor FgColor "0 0 0 0" Linear 2.0 0.5
Animate HudPlayerAddArmor Blur "3" Linear 0.0 0.1
Animate HudPlayerAddArmor Blur "0" Deaccel 0.1 2.0
}
event NewSubtractArmor
{
Animate HudPlayerAddArmor FgColor "FgColor" Linear 0.0 0.0
Animate HudPlayerAddArmor FgColor "ArmorLowColor" Deaccel 0.0 0.3
Animate HudPlayerAddArmor Position "87 406" Linear 0.0 0.0
Animate HudPlayerAddArmor Position "87 376" Linear 0.0 4.5
// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
Animate HudPlayerAddArmor FgColor "0 0 0 0" Linear 2.0 0.5
Animate HudPlayerAddArmor Blur "3" Linear 0.0 0.1
Animate HudPlayerAddArmor Blur "0" Deaccel 0.1 2.0
}
////////////////////// HEALTH /////////////////////////////
event HealthIncrease
{
StopEvent HealthBelow25 0.0
Animate HudHealth FgColor "FgColor" Linear 0.0 0.0
Animate HudHealth Blur "3" Linear 0.0 0.1
Animate HudHealth Blur "0" Deaccel 0.1 2.0
}
event HealthIncreaseAbove100
{
StopEvent HealthBelow25 0.0
Animate HudHealth FgColor "HealthIncAbove100Color" Linear 0.0 0.25
Animate HudHealth FgColor "FgColor" Linear 0.25 0.3
Animate HudHealth Blur "3" Linear 0.0 0.1
Animate HudHealth Blur "0" Deaccel 0.1 2.0
}
// Pertains to FortressForever HudHealth
event HealthDamageTaken
{
Animate HudHealth FgColor "255 255 255 255" Linear 0.0 0.0
Animate HudHealth FgColor "255 255 255 255" Linear 0.0 0.05
Animate HudHealth FgColor "FgColor" Deaccel 0.05 0.05
}
// Pertains to FortressForever HudHealth
event HealthBelow25
{
Animate HudHealth FgColor "HealthLowColor" Linear 0.0 0.0
Animate HudHealth FgColor "HealthLowColor" Linear 0.0 0.27
Animate HudHealth FgColor "255 255 255 255" Accel 0.27 0.03
Animate HudHealth FgColor "HealthLowColor" Deaccel 0.3 0.27
Animate HudHealth FgColor "255 255 255 255" Accel 0.57 0.03
Animate HudHealth FgColor "HealthLowColor" Deaccel 0.6 0.1
RunEvent HealthBelow25 0.7
}
// Pertains to FortressForever HudHealth
event HealthIncreaseBelow25
{
StopEvent HealthBelow25 0.0
RunEvent HealthIncrease 0.0
RunEvent HealthBelow25 0.8
}
////////////////////// ADDHEALTH /////////////////////////////
// "0 210 0 255" - semidark green
event NewAddHealth
{
Animate HudPlayerAddHealth FgColor "FgColor" Linear 0.0 0.0
Animate HudPlayerAddHealth FgColor "0 210 0 255" Deaccel 0.0 0.3
Animate HudPlayerAddHealth Position "3 406" Linear 0.0 0.0
Animate HudPlayerAddHealth Position "3 376" Linear 0.0 4.5
// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
Animate HudPlayerAddHealth FgColor "0 0 0 0" Linear 2.0 0.5
Animate HudPlayerAddHealth Blur "3" Linear 0.0 0.1
Animate HudPlayerAddHealth Blur "0" Deaccel 0.1 2.0
}
event NewSubtractHealth
{
Animate HudPlayerAddHealth FgColor "FgColor" Linear 0.0 0.0
Animate HudPlayerAddHealth FgColor "HealthLowColor" Deaccel 0.0 0.3
Animate HudPlayerAddHealth Position "3 406" Linear 0.0 0.0
Animate HudPlayerAddHealth Position "3 376" Linear 0.0 4.5
// change the number after Linear here for however long you want the +/- armor to stay on screen before fading
Animate HudPlayerAddHealth FgColor "0 0 0 0" Linear 2.0 0.5
Animate HudPlayerAddHealth Blur "3" Linear 0.0 0.1
Animate HudPlayerAddHealth Blur "0" Deaccel 0.1 2.0
}
////////////////////// OTHER /////////////////////////////
event LevelInit
{
}
event OpenWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu 0.0
StopEvent WeaponPickup 0.0
StopEvent FadeOutWeaponSelectionMenu 0.0
// make the display visible
Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1
Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1
Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1
Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1
}
event CloseWeaponSelectionMenu
{
// hide the whole thing near immediately
Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1
Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1
Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1
}
event FadeOutWeaponSelectionMenu
{
// slowly hide the whole thing
Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5
Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5
Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5
Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5
}
// Jiggles: Hint Box Fade in/out
event OpenHintCenter
{
StopEvent CloseHintCenter 0.0
StopEvent FadeOutHintCenter 0.0
StopEvent OpenHintCenterIcon 0.0
// make the display visible
//Animate HudHintCenter Alpha "180" Linear 0.0 0.1
Animate HudHintCenter SelectionAlpha "255" Linear 0.0 0.1
Animate HudHintCenter BGBoxColor "Dark" Linear 0.0 0.1
Animate HudHintCenter TextColor "BrightFg" Linear 0.0 0.1
Animate HudHintCenter TextScan "1" Linear 0.0 0.1
Animate HudHintText Alpha "255" Linear 0.0 0.1
Animate NextButton Alpha "255" Linear 0.0 0.1
Animate PrevButton Alpha "255" Linear 0.0 0.1
}
event OpenHintCenterIcon
{
StopEvent CloseHintCenter 0.0
StopEvent FadeOutHintCenter 0.0
StopEvent OpenHintCenter 0.0
// make the display visible
//Animate HudHintCenter Alpha "180" Linear 0.0 0.1
Animate HudHintCenter SelectionAlpha "0" Linear 0.0 0.1
Animate HudHintCenter BGBoxColor "Dark" Linear 0.0 0.1
Animate HudHintCenter TextColor "BrightFg" Linear 0.0 0.1
Animate HudHintCenter TextScan "1" Linear 0.0 0.1
Animate HudHintText Alpha "0" Linear 0.0 0.1
Animate NextButton Alpha "0" Linear 0.0 0.1
Animate PrevButton Alpha "0" Linear 0.0 0.1
}
event CloseHintCenter
{
// hide the whole thing near immediately
Animate HudHintCenter BGBoxColor "0 0 0 0" Linear 0.0 0.1
Animate HudHintCenter TextColor "0 0 0 0" Linear 0.0 0.1
//Animate HudHintCenter Alpha "0" Linear 0.0 0.1
Animate HudHintCenter SelectionAlpha "0" Linear 0.0 0.1
Animate HudHintText Alpha "0" Linear 0.0 0.1
Animate NextButton Alpha "0" Linear 0.0 0.1
Animate PrevButton Alpha "0" Linear 0.0 0.1
}
event FadeOutHintCenter
{
// slowly hide the whole thing
Animate HudHintCenter BGBoxColor "0 0 0 0" Linear 0.0 1.5
Animate HudHintCenter TextColor "0 0 0 0" Linear 0.0 1.5
//Animate HudHintCenter Alpha "0" Linear 0.0 1.5
Animate HudHintCenter SelectionAlpha "0" Linear 0.0 1.5
Animate HudHintText Alpha "0" Linear 0.0 1.5
Animate NextButton Alpha "0" Linear 0.0 1.5
Animate PrevButton Alpha "0" Linear 0.0 1.5
}
// End
event SuitAuxPowerMax
{
// hide the suit power
Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4
Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4
}
event SuitAuxPowerNotMax
{
// show suit power
Animate HudSuitPower BgColor "BgColor" Linear 0.0 0.4
Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
}
event SuitAuxPowerDecreasedBelow25
{
// make color red
Animate HudSuitPower AuxPowerColor "255 0 0 220" Linear 0.0 0.4
}
event SuitAuxPowerIncreasedAbove25
{
// make colr bright
Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
}
event SuitAuxPowerNoItemsActive
{
// resize the aux power to be the smallest size
Animate HudSuitPower Size "102 26" Linear 0.0 0.4
Animate HudSuitPower Position "16 400" Linear 0.0 0.4
// Animate HudSuitPower text_xpos "8" Linear 0.0 0.4
// Animate HudSuitPower text_ypos "15" Linear 0.0 0.4
}
event SuitAuxPowerOneItemActive
{
// resize the aux power to fit one item
Animate HudSuitPower Size "102 36" Linear 0.0 0.4
Animate HudSuitPower Position "16 390" Linear 0.0 0.4
}
event SuitAuxPowerTwoItemsActive
{
// resize the aux power to fit two items
Animate HudSuitPower Size "102 46" Linear 0.0 0.4
Animate HudSuitPower Position "16 380" Linear 0.0 0.4
}
event SuitAuxPowerThreeItemsActive
{
// resize the aux power to fit three items
Animate HudSuitPower Size "102 56" Linear 0.0 0.4
Animate HudSuitPower Position "16 370" Linear 0.0 0.4
}
event SuitFlashlightOn
{
Animate HudFlashlight TextColor "255 220 0 255" Linear 0.0 0.1
Animate HudFlashlight TextColor "255 220 0 160" Deaccel 0.1 0.75
Animate HudFlashlight BgColor "BgColor" Linear 0.0 0.75
}
event SuitFlashlightOff
{
StopEvent SuitFlashlightOn 0.0
Animate HudFlashlight TextColor "0 0 0 0" Linear 0.0 0.4
Animate HudFlashlight BgColor "0 0 0 0" Linear 0.0 0.4
}
event HudTakeDamageAll
{
RunEvent HudTakeDamageFront 0.0
RunEvent HudTakeDamageLeft 0.0
RunEvent HudTakeDamageRight 0.0
RunEvent HudTakeDamageBehind 0.0
}
event HudTakeDamageFront
{
Animate HudDamageIndicator DmgColorFront "255 88 0 150" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorFront "255 0 0 150" Linear 0.0 0.2
Animate HudDamageIndicator DmgColorFront "255 0 0 0" Deaccel 0.2 0.3
}
event HudTakeDamageLeft
{
Animate HudDamageIndicator DmgColorLeft "255 88 0 150" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorLeft "255 0 0 150" Linear 0.0 0.2
Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.2 0.3
}
event HudTakeDamageRight
{
Animate HudDamageIndicator DmgColorRight "255 88 0 150" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorRight "255 0 0 150" Linear 0.0 0.2
Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.2 0.3
}
event HudTakeDamageBehind
{
// RunEvent HudTakeDamageLeft 0.0
// RunEvent HudTakeDamageRight 0.0
Animate HudDamageIndicator DmgColorBehind "255 88 0 150" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorBehind "255 0 0 150" Linear 0.0 0.2
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
Animate HudPoisonDamageIndicator TextColor "FgColor" Deaccel 0.1 0.8
Animate HudPoisonDamageIndicator BgColor "100 0 0 80" Linear 0.0 0.1
Animate HudPoisonDamageIndicator BgColor "BgColor" Deaccel 0.1 0.8
RunEvent PoisonLoop 0.8
}
// call to loop PoisonLoop
event PoisonLoop
{
RunEvent PoisonPulse 0.0
}
// Grenade has been picked up
event GrenadeIncreased
{
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
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
}