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path: root/scripts/HudAnimations_custom.txt
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// sample animation script
//
//
// commands:
//	Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
//		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 <event name> <start time>
//		starts another even running at the specified time
//
//	StopEvent <event name> <start time>
//		stops another event that is current running at the specified time
//
//	StopAnimation <panel name> <variable> <start time>
//		stops all animations refering to the specified variable in the specified panel
//
//	StopPanelAnimations <panel name> <start time>
//		stops all active animations operating on the specified panel
//
//  SetFont <panel name> <fontparameter> <fontname from scheme> <set time> 
//
//	SetTexture <panel name> <textureidname> <texturefilename> <set time>
//
//  SetString <panel name> <string varname> <stringvalue> <set time>

//===========================================
//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 DamagedPlayer 
{
	StopEvent HitMarker 0.0
	RunEvent HitMarker 0.01
}

event HitMarker
{
	// Empty
}

//===========================================
// 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
}