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// Bonus Health 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 "Health Buff" Accel 0.0 0.0
Animate PlayerStatusHealthValueFreezePanel FgColor "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 "Health Normal" Accel 0.0 0.0
Animate PlayerStatusHealthValueFreezePanel FgColor "Health Normal" Accel 0.0 0.0
}
//==================================================================================
// Low Health 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 "Health Hurt" Accel 0.0 0.0
Animate PlayerStatusHealthValueFreezePanel FgColor "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 "Health Normal" Accel 0.0 0.0
Animate PlayerStatusHealthValueFreezePanel FgColor "Health Normal" Accel 0.0 0.0
}
//==================================================================================
// Low Ammo Pulse
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 0.0
Animate AmmoInReserve FgColor "Ammo In Reserve Low" Linear 0.0 0.0
Animate AmmoNoClip FgColor "Ammo In Clip Low" Linear 0.0 0.0
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
}
//==================================================================================
// Hitmarker Pulse
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
Animate RaysCrosshair FgColor "CrosshairDamage" Linear 0.0 0.0
Animate RaysCrosshair FgColor "Crosshair" Linear 0.15 0.0
Animate KonrWings FgColor "CrosshairDamage" Linear 0.0 0.0
Animate KonrWings FgColor "Crosshair" Linear 0.15 0.0
}
//==================================================================================
// Spy Disguise
event HudSpyDisguiseFadeIn
{
//RunEvent HudSpyDisguiseChanged 0.0
//Animate PlayerStatusSpyImage Alpha "255" Linear 0.9 0.1
}
event HudSpyDisguiseFadeOut
{
//RunEvent HudSpyDisguiseChanged 0.0
//Animate PlayerStatusSpyImage Alpha "0" Linear 0.9 0.1
}
//==================================================================================
// Ubercharge Meters
event HudMedicCharged
{
RunEvent HudMedicOrangePulseCharge 0.0
//RunEvent HudMedicSolidColorCharge 0.0
//RunEvent HudMedicRainbowCharged 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 0.0
Animate ChargeMeter FgColor "Solid Color Uber" Linear 0.0 0.0
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
}
event HudMedicChargedStop
{
StopEvent HudMedicCharged 0.0
StopEvent HudMedicRainbowCharged 0.0
StopEvent HudMedicSolidColorCharge 0.0
StopEvent HudMedicOrangePulseCharge 0.0
StopEvent HudMedicChargedLoop 0.0
Animate ChargeMeter FgColor "Uber Bar Color" Linear 0.0 0.0001
Animate ChargeLabel FgColor "Ammo In Clip" Linear 0.0 0.0001
}
event HudReadyPulse
{
Animate TournamentInstructionsLabel FgColor "Flashing Uber Color1" Linear 0.0 0.3
Animate TournamentInstructionsLabel FgColor "Flashing Uber Color2" Linear 0.3 0.3
RunEvent HudReadyPulseLoop 0.6
}
event CompetitiveGame_HideDisconnectButton
{
Animate DisconnectButton ypos r-100 Accel 0.0 0.0
}
event CompetitiveGame_ShowDisconnectButton
{
Animate DisconnectButton ypos r30 Accel 0.0 0.4
}
//==================================================================================
// Do not move chat window
event CompetitiveGame_LowerChatWindow { }
event CompetitiveGame_RestoreChatWindow { }
event HudTournament_MoveChatWindow { }
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