mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-14 17:01:08 +00:00
628 lines
18 KiB
Text
628 lines
18 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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//
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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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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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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 HudTakeDamageFront
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{
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}
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event HudTakeDamageLeft
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{
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Animate HudDamageIndicator DmgColorLeft "255 88 0 200" Linear 0.0 0.0
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Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.3
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Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.3 0.5
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}
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event HudTakeDamageRight
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{
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Animate HudDamageIndicator DmgColorRight "255 88 0 200" Linear 0.0 0.0
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Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.3
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Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.3 0.5
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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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}
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event HudTakeDamageHighLeft
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{
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Animate HudDamageIndicator DmgHighColorLeft "255 88 0 255" Linear 0.0 0.0
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Animate HudDamageIndicator DmgHighColorLeft "255 0 0 200" Linear 0.0 0.4
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Animate HudDamageIndicator DmgHighColorLeft "255 0 0 0" Deaccel 0.4 2.4
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}
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event HudTakeDamageHighRight
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{
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Animate HudDamageIndicator DmgHighColorRight "255 88 0 255" Linear 0.0 0.0
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Animate HudDamageIndicator DmgHighColorRight "255 0 0 200" Linear 0.0 0.4
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Animate HudDamageIndicator DmgHighColorRight "255 0 0 0" Deaccel 0.4 2.4
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}
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event HudTakeDamageHigh
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{
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Animate HudDamageIndicator DmgFullscreenColor "255 88 0 200" Linear 0.0 0.0
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Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.4
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Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.4 2.4
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}
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event HudTakeDamageDrown
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{
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RunEvent HudTakeDamageBehind 0.0
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}
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event HudTakeDamagePoison
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{
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Animate HudDamageIndicator DmgFullscreenColor "255 236 128 240" Linear 0.0 0.0
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Animate HudDamageIndicator DmgFullscreenColor "255 236 128 0" Deaccel 0.4 0.8
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}
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event HudTakeDamageBurn
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{
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Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.0
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Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.2 0.4
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}
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event HudTakeDamageRadiation
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{
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Animate HudDamageIndicator DmgFullscreenColor "255 255 255 128" Deaccel 0.0 0.1
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Animate HudDamageIndicator DmgFullscreenColor "255 255 255 0" Deaccel 0.1 0.4
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RunEvent HudTakeDamageBehind 0.0
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}
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event HudPlayerDeath
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{
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StopEvent HealthLoop 0.0
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StopEvent HealthPulse 0.0
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Animate HudDamageIndicator DmgFullscreenColor "255 0 0 96" Deaccel 0.1 0.2
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Animate HudDamageIndicator DmgFullscreenColor "255 0 0 255" Deaccel 0.3 4.0
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}
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event HealthIncreasedAbove20
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{
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StopEvent HealthLoop 0.0
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StopEvent HealthPulse 0.0
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StopEvent HealthLow 0.0
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Animate HudHealth BgColor "BgColor" Linear 0.0 0.0
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Animate HudHealth TextColor "FgColor" Linear 0.0 0.04
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Animate HudHealth FgColor "FgColor" Linear 0.0 0.03
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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 HealthIncreasedBelow20
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{
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Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
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Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
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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 SuitPowerIncreasedAbove20
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{
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StopEvent SuitLoop 0.0
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StopEvent SuitPulse 0.0
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StopEvent SuitPowerZero 0.0
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Animate HudSuit Alpha "255" Linear 0.0 0.0
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Animate HudSuit BgColor "BgColor" Linear 0.0 0.0
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Animate HudSuit TextColor "FgColor" Linear 0.0 0.05
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Animate HudSuit FgColor "FgColor" Linear 0.0 0.05
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Animate HudSuit Blur "3" Linear 0.0 0.1
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Animate HudSuit Blur "0" Deaccel 0.1 2.0
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}
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event SuitPowerIncreasedBelow20
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{
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StopEvent SuitPowerZero 0.0
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Animate HudSuit Alpha "255" Linear 0.0 0.0
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Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
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Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
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Animate HudSuit Blur "3" Linear 0.0 0.1
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Animate HudSuit Blur "0" Deaccel 0.1 2.0
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}
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event SuitPowerZero
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{
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StopEvent SuitLoop 0.0
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StopEvent SuitPulse 0.0
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StopEvent SuitArmorLow 0.0
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StopEvent SuitDamageTaken 0.0
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Animate HudSuit Alpha "0" Linear 0.0 0.4
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}
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event TestMovement
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{
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Animate HudHealth Position "256 120" Linear 0.0 2.0
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Animate HudHealth Size "128 24" Linear 0.0 1.5
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}
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event HealthDamageTaken
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{
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Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
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Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
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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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Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
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Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2
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}
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event SuitDamageTaken
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{
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Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
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Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
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Animate HudSuit Blur "3" Linear 0.0 0.1
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Animate HudSuit Blur "0" Deaccel 0.1 2.0
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Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
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Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
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}
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// health has been damaged to below 20%
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event HealthLow
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{
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StopEvent HealthDamageTaken 0.0
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StopEvent HealthPulse 0.0
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StopEvent HealthLoop 0.0
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Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1
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Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75
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Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2
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Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2
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Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
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Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2
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Animate HudHealth Blur "5" Linear 0.0 0.1
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Animate HudHealth Blur "3" Deaccel 0.1 0.9
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RunEvent HealthPulse 1.0
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}
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event HealthPulse
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{
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Animate HudHealth Blur "5" Linear 0.0 0.1
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Animate HudHealth Blur "2" Deaccel 0.1 0.8
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Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1
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Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8
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Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1
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Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8
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RunEvent HealthLoop 0.8
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}
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// call to loop HealthPulse
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event HealthLoop
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{
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RunEvent HealthPulse 0.0
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}
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// suit armor has been damaged to below 20%
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event SuitArmorLow
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{
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StopEvent SuitDamageTaken 0.0
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StopEvent SuitPulse 0.0
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StopEvent SuitLoop 0.0
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// removing this effect -- matching it to the event for normal suit damage
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// so, there will be no special indication (redness, flashing)
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// in the hud that the suit armor is low
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// Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1
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// Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75
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Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
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Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
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Animate HudSuit Blur "3" Linear 0.0 0.1
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Animate HudSuit Blur "0" Deaccel 0.1 2.0
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Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
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Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
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// RunEvent SuitPulse 1.0
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}
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event SuitPulse
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// this even no longer gets called
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{
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Animate HudSuit Blur "5" Linear 0.0 0.1
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Animate HudSuit Blur "2" Deaccel 0.1 0.8
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Animate HudSuit TextColor "BrightDamagedFg" Linear 0.0 0.1
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Animate HudSuit TextColor "DamagedFg" Deaccel 0.1 0.8
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Animate HudSuit BgColor "100 0 0 80" Linear 0.0 0.1
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Animate HudSuit BgColor "BgColor" Deaccel 0.1 0.8
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RunEvent SuitLoop 0.8
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}
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event SuitLoop
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{
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// this event no longer gets called
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RunEvent SuitPulse 0.0
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}
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// ammo has been picked up
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event AmmoIncreased
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{
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Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.15
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Animate HudAmmo FgColor "FgColor" Deaccel 0.15 1.5
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Animate HudAmmo Blur "5" Linear 0.0 0.0
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Animate HudAmmo Blur "0" Accel 0.01 1.5
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}
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// ammo has been decreased, but there is still some remaining
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event AmmoDecreased
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{
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StopEvent AmmoIncreased 0.0
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Animate HudAmmo Blur "7" Linear 0.0 0.0
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Animate HudAmmo Blur "0" Deaccel 0.1 1.5
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Animate HudAmmo TextColor "BrightFg" Linear 0.0 0.1
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Animate HudAmmo TextColor "FgColor" Deaccel 0.1 0.75
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}
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// primary ammo is zero
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event AmmoEmpty
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{
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Animate Hudammo FgColor "BrightDamagedFg" Linear 0.0 0.2
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Animate Hudammo FgColor "DamagedFg" Accel 0.2 1.2
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}
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// ammo2 is the total ammo for a weapon that uses clip ammo
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event Ammo2Increased
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{
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Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2
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Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2
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}
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// total ammo has been decreased, but there is still some remaining
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event Ammo2Decreased
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{
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Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2
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Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2
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}
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// total ammo is zero
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event Ammo2Empty
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{
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Animate Hudammo ammo2color "BrightDamagedFg" Linear 0.0 0.2
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Animate Hudammo ammo2color "DamagedFg" Accel 0.2 1.2
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}
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event AmmoSecondaryIncreased
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{
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Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.15
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Animate HudAmmoSecondary FgColor "FgColor" Deaccel 0.15 1.5
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Animate HudAmmoSecondary Blur "5" Linear 0.0 0.0
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Animate HudAmmoSecondary Blur "0" Accel 0.01 1.5
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}
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event AmmoSecondaryDecreased
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{
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StopEvent AmmoSecondaryIncreased 0.0
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Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0
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Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5
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Animate HudAmmoSecondary TextColor "BrightFg" Linear 0.0 0.1
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Animate HudAmmoSecondary TextColor "FgColor" Deaccel 0.1 0.75
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}
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event AmmoSecondaryEmpty
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{
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Animate HudAmmoSecondary FgColor "BrightDamagedFg" Linear 0.0 0.2
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Animate HudAmmoSecondary FgColor "DamagedFg" Accel 0.2 1.2
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Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0
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Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5
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}
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// current weapon has been changed
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event WeaponChanged
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{
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Animate HudAmmo BgColor "250 220 0 80" Linear 0.0 0.1
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Animate HudAmmo BgColor "BgColor" Deaccel 0.1 1.0
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Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.1
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Animate HudAmmo FgColor "FgColor" Linear 0.2 1.5
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}
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// ran if we just changed to a weapon that needs clip ammo
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event WeaponUsesClips
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{
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Animate HudAmmo Position "r150 432" Deaccel 0.0 0.4
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Animate HudAmmo Size "132 36" Deaccel 0.0 0.4
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}
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// ran if we just changed to a weapon that does not use clip ammo
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event WeaponDoesNotUseClips
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{
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Animate HudAmmo Position "r118 432" Deaccel 0.0 0.4
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Animate HudAmmo Size "100 36" Deaccel 0.0 0.4
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}
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|
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event WeaponUsesSecondaryAmmo
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{
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StopAnimation HudAmmo Position 0.0
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StopAnimation HudAmmo Size 0.0
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StopPanelAnimations HudAmmoSecondary 0.0
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|
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Animate HudAmmoSecondary BgColor "250 220 0 60" Linear 0.0 0.1
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Animate HudAmmoSecondary BgColor "BgColor" Deaccel 0.1 1.0
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Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.1
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Animate HudAmmoSecondary FgColor "FgColor" Linear 0.2 1.5
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Animate HudAmmoSecondary Alpha 255 Linear 0.0 0.1
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|
|
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Animate HudAmmo Position "r222 432" Deaccel 0.0 0.5
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Animate HudAmmo Size "132 36" Deaccel 0.0 0.4
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|
}
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|
|
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event WeaponDoesNotUseSecondaryAmmo
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|
{
|
|
StopPanelAnimations HudAmmoSecondary 0.0
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|
Animate HudAmmoSecondary FgColor "0 0 0 0" Linear 0.0 0.4
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|
Animate HudAmmoSecondary BgColor "0 0 0 0" Linear 0.0 0.4
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Animate HudAmmoSecondary Alpha 0 Linear 0.0 0.1
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|
}
|
|
|
|
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
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|
Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.8 0.2
|
|
}
|
|
|
|
event HintMessageShow
|
|
{
|
|
// show the hints
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|
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
|
|
}
|