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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
}
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