From 148f2c60cdfc87a7ea05d6a3b1706bba06c01b48 Mon Sep 17 00:00:00 2001 From: CriticalFlaw Date: Mon, 17 Oct 2016 09:43:32 -0600 Subject: Same changes to minmode - see previous 4 commits --- minmode/scripts/HudAnimations_custom.txt | 229 +++++++++++++++++++++++++++++++ 1 file changed, 229 insertions(+) create mode 100644 minmode/scripts/HudAnimations_custom.txt (limited to 'minmode/scripts/HudAnimations_custom.txt') diff --git a/minmode/scripts/HudAnimations_custom.txt b/minmode/scripts/HudAnimations_custom.txt new file mode 100644 index 0000000..8c34557 --- /dev/null +++ b/minmode/scripts/HudAnimations_custom.txt @@ -0,0 +1,229 @@ +// sample animation script +// +// +// commands: +// Animate +// 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 +// Spline - simple ease in/out curve +// Pulse - < freq > over the duration, the value is pulsed (cosine) freq times ending at the dest value (assuming freq is integral) +// Flicker - < randomness factor 0.0 to 1.0 > over duration, each frame if random # is less than factor, use end value, otherwise use prev value +// Gain - < bias > Lower bias values bias towards 0.5 and higher bias values bias away from it. +// Bias - < bias > Lower values bias the curve towards 0 and higher values bias it towards 1. +// +// RunEvent +// starts another even running at the specified time +// +// StopEvent +// stops another event that is current running at the specified time +// +// StopAnimation +// stops all animations refering to the specified variable in the specified panel +// +// StopPanelAnimations +// stops all active animations operating on the specified panel +// +// SetFont +// +// SetTexture +// +// SetString + +//=========================================== +//Health Bonus Pulse +event HudHealthBonusPulse +{ + Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.2 + Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.2 0.4 + + Animate PlayerStatusHealthValue FgColor "Health Buff" Accel 0.0 0.0 + Animate PlayerStatusHealthValueSpectator FgColor "Spec Health Buff" Accel 0.0 0.0 + Animate PlayerStatusHealthValueFreezePanel FgColor "Spec Health Buff" Accel 0.0 0.0 + + RunEvent HudHealthBonusPulseLoop 0.4 +} + +// call to loop HudHealthBonusPulse +event HudHealthBonusPulseLoop +{ + RunEvent HudHealthBonusPulse 0.0 +} + +event HudHealthBonusPulseStop +{ + StopEvent HudHealthBonusPulse 0.0 + StopEvent HudHealthBonusPulseLoop 0.0 + + Animate PlayerStatusHealthValue FgColor "Health Normal" Accel 0.0 0.0 + Animate PlayerStatusHealthValueSpectator FgColor "Spec Health Normal" Accel 0.0 0.0 + Animate PlayerStatusHealthValueFreezePanel FgColor "Spec Health Normal" Accel 0.0 0.0 +} + +//=========================================== +//Health Dying Pulse +event HudHealthDyingPulse +{ + Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.2 + Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.2 0.2 + + Animate PlayerStatusHealthValue FgColor "Health Hurt" Accel 0.0 0.0 + Animate PlayerStatusHealthValueSpectator FgColor "Spec Health Hurt" Accel 0.0 0.0 + Animate PlayerStatusHealthValueFreezePanel FgColor "Spec Health Hurt" Accel 0.0 0.0 + + RunEvent HudHealthDyingPulseLoop 0.4 +} + +// call to loop HudHealthDyingPulse +event HudHealthDyingPulseLoop +{ + RunEvent HudHealthDyingPulse 0.0 +} + +event HudHealthDyingPulseStop +{ + StopEvent HudHealthDyingPulse 0.0 + StopEvent HudHealthDyingPulseLoop 0.0 + + Animate PlayerStatusHealthValue FgColor "Health Normal" Accel 0.0 0.0 + Animate PlayerStatusHealthValueSpectator FgColor "Spec Health Normal" Accel 0.0 0.0 + Animate PlayerStatusHealthValueFreezePanel FgColor "Spec Health Normal" Accel 0.0 0.0 +} + +//=========================================== +event HudLowAmmoPulse +{ + Animate HudWeaponLowAmmoImage Alpha "255" Linear 0.0 0.075 + Animate HudWeaponLowAmmoImage Alpha "0" Linear 0.125 0.075 + + Animate AmmoInClip FgColor "Ammo In Clip Low" Linear 0.0 0.000 + Animate AmmoInReserve FgColor "Ammo In Reserve Low" Linear 0.0 0.000 + Animate AmmoNoClip FgColor "Ammo In Clip Low" Linear 0.0 0.000 + + RunEvent HudLowAmmoPulseLoop 0.25 +} + +// call to loop HudLowAmmoPulse +event HudLowAmmoPulseLoop +{ + RunEvent HudLowAmmoPulse 0.0 +} + +event HudLowAmmoPulseStop +{ + StopEvent HudLowAmmoPulse 0.0 + StopEvent HudLowAmmoPulseLoop 0.0 + + Animate AmmoInClip FgColor "Ammo In Clip" Accel 0.0 0.0 + Animate AmmoInReserve FgColor "Ammo In Reserve" Accel 0.0 0.0 + Animate AmmoNoClip FgColor "Ammo In Clip" Accel 0.0 0.0 +} + +//=========================================== +// Spy Disguise +event HudSpyDisguiseFadeIn +{ + //RunEvent HudSpyDisguiseChanged 0 + //Animate PlayerStatusSpyImage Alpha "255" Linear 0.9 0.1 + + //Uncomment the line below for spy disguise image. + //Animate PlayerStatusClassImage Alpha "255" Linear 0.0 0.0 +} + +event HudSpyDisguiseFadeOut +{ + //RunEvent HudSpyDisguiseChanged 0 + //Animate PlayerStatusSpyImage Alpha "0" Linear 0.9 0.1 + + //Uncomment the line below for spy disguise image. + //Animate PlayerStatusClassImage Alpha "0" Linear 0.0 0.0 +} + +//==================================== +// Flash the medic charge hud when we have full charge + +event HudMedicCharged +{ + +///////Rainbow Charge +// Animate ChargeLabel FgColor "ColorGreen" Linear 0.0 0.1 +// Animate ChargeLabel FgColor "ColorCyan" Linear 0.1 0.1 +// Animate ChargeLabel FgColor "ColorBlue" Linear 0.2 0.1 +// Animate ChargeLabel FgColor "ColorMagenta" Linear 0.3 0.1 +// Animate ChargeLabel FgColor "ColorRed" Linear 0.4 0.1 +// Animate ChargeLabel FgColor "ColorYellow" Linear 0.5 0.1 + +///////Solid Color Charge +// Animate ChargeLabel FgColor "Solid Color Uber" Linear 0.0 0.000 + +///////Orange Pulse Charge + + Animate ChargeLabel FgColor "Flashing Uber Color1" Linear 0.0 0.3 + Animate ChargeLabel FgColor "Flashing Uber Color2" Linear 0.3 0.3 + + + + +///////Rainbow Charge +// Animate ChargeMeter FgColor "ColorGreen" Linear 0.0 0.1 +// Animate ChargeMeter FgColor "ColorCyan" Linear 0.1 0.1 +// Animate ChargeMeter FgColor "ColorBlue" Linear 0.2 0.1 +// Animate ChargeMeter FgColor "ColorMagenta" Linear 0.3 0.1 +// Animate ChargeMeter FgColor "ColorRed" Linear 0.4 0.1 +// Animate ChargeMeter FgColor "ColorYellow" Linear 0.5 0.1 + +///////Solid Color Charge +// Animate ChargeMeter FgColor "Solid Color Uber" Linear 0.0 0.000 + +///////Orange Pulse Charge + + Animate ChargeMeter FgColor "Flashing Uber Color1" Linear 0.0 0.3 + Animate ChargeMeter FgColor "Flashing Uber Color2" Linear 0.3 0.3 + + RunEvent HudMedicChargedLoop 0.6 +} + +// call to loop HudHealthBonusPulse +event HudMedicChargedLoop +{ + RunEvent HudMedicCharged 0.0 +} + +event HudMedicChargedStop +{ + StopEvent HudMedicCharged 0.0 + StopEvent HudMedicChargedLoop 0.0 + + Animate ChargeLabel FgColor "Ammo In Clip" Linear 0.0 0.0001 + Animate ChargeMeter FgColor "Uber Bar Color" Linear 0.0 0.0001 +} + +event HudReadyPulse +{ + Animate TournamentInstructionsLabel FgColor "255 165 0 255" Linear 0.0 0.3 + Animate TournamentInstructionsLabel FgColor "255 69 0 255" Linear 0.3 0.3 + + RunEvent HudReadyPulseLoop 0.6 +} +event CompetitiveGame_HideDisconnectButton +{ + Animate DisconnectButton ypos r-100 Accel 0 0 +} + +event CompetitiveGame_ShowDisconnectButton +{ + Animate DisconnectButton ypos r30 Accel 0 0.4 +} \ No newline at end of file -- cgit v1.2.3