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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	GuiPlayerHealth				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	GuiPlayerHealth				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	GuiPlayerHealth				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 GuiPlayerHealth				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		0.4
}

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

event HitMarker
{
	Animate	CustomCrosshair				FgColor		"CrosshairDamage"	Linear 0.0	0.00001
	Animate	CustomCrosshair				FgColor		"Crosshair"			Linear 0.10	0.10001
}
//==================================================================================

// 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
}

event HudSpyDisguiseChanged
{
	Animate	PlayerStatusSpyOutlineImage	Alpha		"200"				Linear 0.0 0.2
	Animate	PlayerStatusSpyOutlineImage	Position	"c-350 r175"		Linear 0.0 0.2
	Animate	PlayerStatusSpyOutlineImage	Size		"150 150"			Linear 0.0 0.2
	
	RunEvent HudSpyDisguiseHide			0.7
}
//==================================================================================

event HudSnapShotReminderIn
{
    RunEvent HudHealthDyingPulseStop 			10.0
    RunEvent HudHealthBonusPulseStop 			10.0
    RunEvent HudLowAmmoPulseStop 				10.0
    RunEvent HudMedicChargedStop 				10.0
}
//==================================================================================

event TeamStatus_PlayerDead
{
	SetVisible	respawntime	1	0
}

event TeamStatus_PlayerAlive
{
	SetVisible	respawntime	0	0.2
}

//==================================================================================

event CompetitiveGame_LowerChatWindow { }
event CompetitiveGame_RestoreChatWindow { }
event HudTournament_MoveChatWindow { }