// 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 // // 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 event LevelInit { } event OpenWeaponSelectionMenu { StopEvent CloseWeaponSelectionMenu 0.0 StopEvent WeaponPickup 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 { StopEvent CloseWeaponSelectionMenu 0.0 StopEvent WeaponPickup 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 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 FgColor "FgColor" Linear 0.0 0.1 Animate HudMenu MenuColor "MenuColor" Linear 0.0 0.1 Animate HudMenu ItemColor "ItemColor" 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 } event MenuClose { // Hide it Animate HudMenu Alpha "0" Linear 0.0 1 Animate HudMenu SelectionAlpha "0" Linear 0.0 1 Animate HudMenu FgColor "0 0 0 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 } event TimerIncrement { Animate HudTimer Blur "7" Linear 0.0 0.1 Animate HudTimer Blur "2" Deaccel 0.1 0.8 Animate HudTimer Blur "0" Deaccel 1.1 1.5 } event TimerDecrement { Animate HudTimer Blur "7" Linear 0.0 0.1 Animate HudTimer Blur "2" Deaccel 0.1 0.8 Animate HudTimer Blur "0" Deaccel 1.1 1.5 } event ResourceIncrement { Animate HudResources Blur "3" Linear 0.0 0.0 Animate HudResources PulseAmount "0" Linear 0.0 0.01 Animate HudResources Blur "1" Deaccel 0.1 1.5 Animate HudResources PulseAmount "1" Linear 0.1 2 Animate HudResources PulseAmount "0" Linear 2 2 } event ResourceDecrement { Animate HudResources Blur "7" Linear 0.0 0.0 Animate HudResources PulseAmount "0" Linear 0.0 0.01 Animate HudResources Blur "1" Deaccel 0.1 1.5 Animate HudResources PulseAmount "1" Linear 0.1 2 Animate HudResources PulseAmount "0" Linear 2 2 } event ResourcePickup { Animate HudResourcesPickup Alpha "255" Linear 0 0 Animate HudResourcesPickup Position "80 r40" Linear 0 0 Animate HudResourcesPickup Position "80 r120" Deaccel 0 1 Animate HudResourcesPickup Blur "7" Deaccel 0 0.2 Animate HudResourcesPickup Alpha "0" Deaccel .8 0.2 Animate HudResourcesPickup Blur "1" Deaccel 0.2 0.3 } event HintMessageShow { Animate HudHintDisplay HintSize "1" Deaccel 0.0 0.3 Animate HudHintDisplay FgColor "FgColor" Linear 0.4 0.4 // flash text Animate HudHintDisplay FgColor "FgColor" Linear 1.5 0.01 Animate HudHintDisplay FgColor "255 220 0 255" Linear 2.0 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 2.2 0.2 Animate HudHintDisplay FgColor "255 220 0 255" Linear 3.0 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 3.2 0.2 // hide the panel after a while Animate HudHintDisplay FgColor "255 220 0 0" Linear 10.0 0.2 Animate HudHintDisplay HintSize "0" Deaccel 10.2 0.3 } event HintMessageHide { Animate HudHintDisplay FgColor "255 220 0 0" Linear 0.0 0.2 Animate HudHintDisplay HintSize "0" Deaccel 0.2 0.3 } event KeyHintMessageShow { // show the hints Animate HudHintKeyDisplay Alpha 255 Linear 0.0 0.5 // flash text Animate HudHintKeyDisplay FgColor "FgColor" Linear 0.0 0.01 Animate HudHintKeyDisplay FgColor "255 220 0 255" Linear 0.5 0.2 Animate HudHintKeyDisplay FgColor "FgColor" Linear 0.7 0.2 Animate HudHintKeyDisplay FgColor "255 220 0 255" Linear 1.5 0.2 Animate HudHintKeyDisplay FgColor "FgColor" Linear 1.7 0.2 // hide the panel after a while Animate HudHintKeyDisplay Alpha 0 Linear 12.0 1.0 } event KeyHintMessageHide { Animate HudHintKeyDisplay Alpha 0 Linear 0.0 0.5 } //=========================================== //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 } //=========================================== event ControlPointIconShrink { Animate HudControlPointIcons icon_expand "0" Linear 0.0 0.2 } event ControlPointIconGrow { Animate HudControlPointIcons icon_expand "4" Linear 0.0 0.2 } // Metal Account //activecolor - instantly turn red, fade back to yellow event AccountMoneyRemoved { Animate HudAccount FgColor "HudIcon_Red" Linear 0.0 0.0001 Animate HudAccount FgColor "OrangeDim" Accel 0.0 3.0 Animate HudAccount Ammo2Color "HudIcon_Red" Linear 0.0 0.0001 Animate HudAccount Ammo2Color "0 0 0 0" Accel 0.0 3.0 } //activecolor - instantly turn green, fade back to yellow event AccountMoneyAdded { Animate HudAccount FgColor "HudIcon_Green" Linear 0.0 0.0001 Animate HudAccount FgColor "OrangeDim" Accel 0.0 3.0 Animate HudAccount Ammo2Color "HudIcon_Green" Accel 0.0 0.0001 Animate HudAccount Ammo2Color "0 0 0 0" Accel 0.0 3.0 } event AccountMoneyInvisible { Animate HudAccount FgColor "OrangeDim" Accel 0.0 0.0001 Animate HudAccount Ammo2Color "0 0 0 0" Accel 0.0 0.0001 } //=========================================== event FlagOutlineHide { Animate OutlineImage Alpha "0" Linear 0.0 0.1 } // Local player flag pickup/drop //=========================================== // Spy Disguise event HudSpyDisguiseChanged { Animate PlayerStatusSpyOutlineImage Alpha "255" Linear 0.0 0.2 Animate PlayerStatusSpyOutlineImage Position "c-200 c-200" Linear 0.0 0.2 Animate PlayerStatusSpyOutlineImage Size "400 400" Linear 0.0 0.2 RunEvent HudSpyDisguiseHide 0.7 } event HudSpyDisguiseHide { Animate PlayerStatusSpyOutlineImage Position "3 413" Linear 0.0 0.2 Animate PlayerStatusSpyOutlineImage Size "55 55" Linear 0.0 0.2 Animate PlayerStatusSpyOutlineImage Alpha "0" Linear 0.2 0.1 } 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 } //=========================================== // Show the Overtime panel event OvertimeShow { Animate OvertimeLabel Alpha "255" Linear 0.0 0.1 Animate OvertimeBG Alpha "255" Linear 0.0 0.1 } event HudSnapShotReminderIn { Animate ScreenshotPanel Position "c-83 -50" Linear 0.0 0.001 Animate ScreenshotPanel Position "c-83 13" Spline 0.001 0.2 } event HudReplayReminderIn // Places the replay reminder in the same place as the snapshot reminder { Animate ReplayReminder Position "c-83 -50" Linear 0.0 0.001 Animate ReplayReminder Position "c-83 13" Spline 0.001 0.2 } event HudReplayReminderIn2 // Puts the panel below the snapshot panel { Animate ReplayReminder Position "c-83 -50" Linear 0.0 0.001 Animate ReplayReminder Position "c-83 53" Spline 0.001 0.2 } event HudReplayTipIn { Animate ReplayTip Position "10 -100" Linear 0.0 0.001 Animate ReplayTip Position "10 6" Spline 0.001 0.1 } event HudReplayTipOut { Animate ReplayTip Position "10 6" Linear 0.0 0.001 Animate ReplayTip Position "10 -100" Spline 0.001 0.1 } event HudTournamentSetupPanelOpen { Animate HudTournamentSetup Position "c-90 -70" Linear 0.0 0.001 Animate HudTournamentSetup Position "c-90 70" Spline 0.001 0.2 } event HudTournamentSetupPanelClose { Animate HudTournamentSetup Position "c-90 70" Linear 0.0 0.001 Animate HudTournamentSetup Position "c-90 -70" Spline 0.001 0.2 } //==================================== // 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 VideoCaptionFadeIn { Animate VideoCaption Alpha "255" Linear 0.0 0.1 } event VideoCaptionFadeOut { Animate VideoCaption Alpha "0" Linear 0.0 0.1 } //==================================== // arena event ArenaVsPanelOnShow { Animate bluepanel Position "-200 50" Linear 0.0 0.001 Animate redpanel Position "r-200 140" Linear 0.0 0.001 Animate vslabel Alpha "0" Linear 0.0 0.001 RunEvent ArenaVsPanelSlideIn 1.0 RunEvent ArenaVsPanelSlideOut 4.8 } event ArenaVsPanelSlideIn { Animate bluepanel Position "c-100 50" Spline 0.0 0.2 Animate redpanel Position "c-100 140" Spline 0.0 0.2 Animate vslabel Alpha "255" Linear 0.15 0.2 } event ArenaVsPanelSlideOut { Animate bluepanel Position "-200 50" Spline 0.0 0.2 Animate redpanel Position "r-200 140" Spline 0.0 0.2 Animate vslabel Alpha "0" Linear 0.0 0.05 } //=========================================== //Cart Alarm Pulse event HudCartAlarmPulse { Animate EscortItemImageAlert Alpha "160" Linear 0.0 0.3 Animate EscortItemImageAlert Alpha "0" Linear 0.6 0.3 RunEvent HudCartAlarmPulseLoop 1.2 } event HudCartAlarmPulseLoop { RunEvent HudCartAlarmPulse 0.0 } event HudCartAlarmPulseStop { StopEvent HudCartAlarmPulse 0.0 StopEvent HudCartAlarmPulseLoop 0.0 } //=========================================== // Active Timer BG Pulse event ActiveTimerBGPulse { Animate ActiveTimerBG Alpha "0" Linear 0.1 0.1 Animate ActiveTimerBG Alpha "255" Linear 0.3 0.1 Animate ActiveTimerBG Alpha "0" Linear 0.5 0.1 Animate ActiveTimerBG Alpha "255" Linear 0.7 0.1 Animate ActiveTimerBG Alpha "0" Linear 0.9 0.1 Animate ActiveTimerBG Alpha "255" Linear 1.1 0.1 } //=========================================== event TeamsFullArrowAnimate { Animate TeamsFullArrow Position "c-118 165" Linear 0 0 Animate TeamsFullArrow Position "c-118 180" Linear 0 0.4 Animate TeamsFullArrow Position "c-118 165" Linear 0.4 0.4 RunEvent TeamsFullArrowAnimateLoop 0.8 } event TeamsFullArrowAnimateLoop { RunEvent TeamsFullArrowAnimate 0.0 } event TeamsFullArrowAnimateEnd { StopEvent TeamsFullArrowAnimate 0.0 StopEvent TeamsFullArrowAnimateLoop 0.0 } //=========================================== event TrainingHudBounce { Animate ObjectiveStatusTraining Position "c-160 r187" Linear 0 0 Animate ObjectiveStatusTraining Position "c-160 r127" Bounce 0.0 2.0 } event TrainingPressSpacebarBlink { Animate PressSpacebarToContinue Alpha "255" Linear 0.0 0.1 Animate PressSpacebarToContinue Alpha "0" Linear 0.2 0.1 Animate PressSpacebarToContinue Alpha "255" Linear 0.4 0.1 Animate PressSpacebarToContinue Alpha "0" Linear 0.6 0.1 Animate PressSpacebarToContinue Alpha "255" Linear 0.8 0.1 Animate PressSpacebarToContinue Alpha "0" Linear 1.0 0.1 Animate PressSpacebarToContinue Alpha "255" Linear 1.2 0.1 RunEvent TrainingPressSpacebarBlinkLoop 3.0 } event TrainingPressSpacebarBlinkLoop { RunEvent TrainingPressSpacebarBlink 0.0 } event TrainingPressSpacebarBlinkStop { StopEvent TrainingPressSpacebarBlink 0.0 StopEvent TrainingPressSpacebarBlinkLoop 0.0 } //=========================================== event IntroMovieContinueBlink { Animate continue Alpha "255" Linear 0.0 0.1 Animate continue Alpha "0" Linear 0.2 0.1 Animate continue Alpha "255" Linear 0.4 0.1 Animate continue Alpha "0" Linear 0.6 0.1 Animate continue Alpha "255" Linear 0.8 0.1 Animate continue Alpha "0" Linear 1.0 0.1 Animate continue Alpha "255" Linear 1.2 0.1 RunEvent IntroMovieContinueBlinkLoop 2.0 } event IntroMovieContinueBlinkLoop { RunEvent IntroMovieContinueBlink 0.0 } event IntroMovieContinueBlinkStop { StopEvent IntroMovieContinueBlink 0.0 StopEvent IntroMovieContinueBlinkLoop 0.0 } //=========================================== event HasMOTDBlink { Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1 Animate MOTD_ShowButtonPanel_SB Alpha "0" Linear 0.2 0.1 Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.4 0.1 Animate MOTD_ShowButtonPanel_SB Alpha "0" Linear 0.6 0.1 Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.8 0.1 Animate MOTD_ShowButtonPanel_SB Alpha "0" Linear 1.0 0.1 Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 1.2 0.1 RunEvent HasMOTDBlinkLoop 2.0 } event HasMOTDBlinkLoop { RunEvent HasMOTDBlink 0.0 } event HasMOTDBlinkStop { StopEvent HasMOTDBlink 0.0 StopEvent HasMOTDBlinkLoop 0.0 Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1 } //=========================================== event HasNotificationsBlink { Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1 Animate Notifications_ShowButtonPanel_SB Alpha "0" Linear 0.2 0.1 Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.4 0.1 Animate Notifications_ShowButtonPanel_SB Alpha "0" Linear 0.6 0.1 Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.8 0.1 Animate Notifications_ShowButtonPanel_SB Alpha "0" Linear 1.0 0.1 Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 1.2 0.1 RunEvent HasNotificationsBlinkLoop 2.0 } event HasNotificationsBlinkLoop { RunEvent HasNotificationsBlink 0.0 } event HasNotificationsBlinkStop { StopEvent HasNotificationsBlink 0.0 StopEvent HasNotificationsBlinkLoop 0.0 Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1 } //=========================================== event AddToCartBlink { Animate CartButton BgColor "TanDark" Linear 0.0 0.01 Animate CartButton BgColor "255 150 0 255" Linear 0.1 0.01 Animate CartButton BgColor "TanDark" Linear 0.2 0.01 Animate CartButton BgColor "255 150 0 255" Linear 0.3 0.01 Animate CartButton BgColor "TanDark" Linear 0.4 0.01 Animate CartButton BgColor "255 150 0 255" Linear 0.5 0.01 Animate CartButton BgColor "TanDark" Linear 0.6 0.01 Animate CartButton BgColor "255 150 0 255" Linear 0.7 0.01 Animate CartButton BgColor "TanDark" Linear 0.8 0.01 Animate CartButton BgColor "255 150 0 255" Linear 0.9 0.01 Animate CartButton BgColor "TanDark" Linear 1.0 0.01 } //=========================================== event NotificationsPresentBlink { Animate NotificationsPresentPanel Alpha "255" Linear 0.0 0.1 Animate NotificationsPresentPanel Alpha "0" Linear 0.2 0.1 Animate NotificationsPresentPanel Alpha "255" Linear 0.4 0.1 Animate NotificationsPresentPanel Alpha "0" Linear 0.6 0.1 Animate NotificationsPresentPanel Alpha "255" Linear 0.8 0.1 Animate NotificationsPresentPanel Alpha "0" Linear 1.0 0.1 Animate NotificationsPresentPanel Alpha "255" Linear 1.2 0.1 RunEvent NotificationsPresentBlinkLoop 2.0 } event NotificationsPresentBlinkLoop { RunEvent NotificationsPresentBlink 0.0 } event NotificationsPresentBlinkStop { StopEvent NotificationsPresentBlink 0.0 StopEvent NotificationsPresentBlinkLoop 0.0 Animate NotificationsPresentPanel Alpha "255" Linear 0.0 0.1 } //=========================================== event DamagedPlayer { // empty } //=========================================== event SpyWarningFlash { Animate EnemyCountImageBG BgColor "RedSolid" Linear 0.0 0.01 Animate EnemyCountImageBG BgColor "TanLight" Linear 0.21 0.01 RunEvent SpyWarningFlashLoop 0.42 } event SpyWarningFlashLoop { RunEvent SpyWarningFlash 0.0 } event SpyWarningFlashEnd { StopEvent SpyWarningFlash 0.0 StopEvent SpyWarningFlashLoop 0.0 } 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 HudReadyPulseLoop { RunEvent HudReadyPulse 0.0 } event HudReadyPulseEnd { Animate TournamentInstructionsLabel FgColor "TanLight" Linear 0.0 0.1 StopEvent HudReadyPulse 0.0 StopEvent HudReadyPulseLoop 0.0 } // Respec in Win event RespecEarnedPulse { Animate RespecTextLabelWin FgColor "TanLight" Linear 0.0 0.1 Animate RespecTextLabelWin FgColor "RedSolid" Linear 0.3 0.4 RunEvent RespecEarnedPulseLoop 0.5 } event RespecEarnedPulseLoop { RunEvent RespecEarnedPulse 0.0 } event RespecEarnedPulseEnd { Animate RespecTextLabelWin FgColor "TanLight" Linear 0.0 0.1 StopEvent RespecEarnedPulse 0.0 StopEvent RespecEarnedPulseLoop 0.0 } // Respec on Loss event RespecEarnedPulseLoss { Animate RespecTextLabelLoss FgColor "TanLight" Linear 0.0 0.1 Animate RespecTextLabelLoss FgColor "RedSolid" Linear 0.3 0.4 RunEvent RespecEarnedPulseLoopLoss 0.5 } event RespecEarnedPulseLoopLoss { RunEvent RespecEarnedPulseLoss 0.0 } event RespecEarnedPulseEndLoss { Animate RespecTextLabelLoss FgColor "TanLight" Linear 0.0 0.1 Animate RespecTextLabelLoss FgColor "TanLight" Linear 0.0 0.1 StopEvent RespecEarnedPulseLoss 0.0 StopEvent RespecEarnedPulseLoopLoss 0.0 } //