//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 } 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 } 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 } 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 } //=========================================== event DamagedPlayer { StopEvent HitMarker 0.0 RunEvent HitMarker 0.01 } event HitMarker { Animate KnucklesCrosses FgColor "CrosshairDamage" Linear 0.0 0.0 Animate KnucklesCrosses FgColor "Crosshair" Linear 0.15 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 { //RunEvent HudMedicRainbowCharged 0.0 //RunEvent HudMedicSolidColorCharge 0.0 RunEvent HudMedicOrangePulseCharge 0.0 RunEvent HudMedicChargedLoop 0.6 } event HudMedicRainbowCharged { 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 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 RunEvent HudMedicChargedLoop 0.6 } event HudMedicSolidColorCharge { Animate ChargeLabel FgColor "Solid Color Uber" Linear 0.0 0.000 Animate ChargeMeter FgColor "Solid Color Uber" Linear 0.0 0.000 RunEvent HudMedicChargedLoop 0.6 } event HudMedicOrangePulseCharge { Animate ChargeLabel FgColor "Flashing Uber Color1" Linear 0.0 0.3 Animate ChargeLabel FgColor "Flashing Uber Color2" Linear 0.3 0.3 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 HudMedicRainbowCharged 0.0 StopEvent HudMedicSolidColorCharge 0.0 StopEvent HudMedicOrangePulseCharge 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 } //================================================================================== // Do not move chat window event CompetitiveGame_LowerChatWindow { } event CompetitiveGame_RestoreChatWindow { } event HudTournament_MoveChatWindow { }