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// sample animation script

//
//
// commands:
//
Animate <panel name> <variable> <target value> <interpolator> <start tim
e> <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 h
igher bias values bias away from it.
//
Bias - < bias > Lower values bias the curve towards 0 an
d 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 tim
e
//
//
StopAnimation <panel name> <variable> <start time>
//
stops all animations refering to the specified variable in the s
pecified 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>
event LevelInit
{
}
event OpenWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu

0.0

StopEvent WeaponPickup

0.0

// make the display visible


Animate HudWeaponSelection Alpha

"128"

Animate HudWeaponSelection SelectionAlpha


Animate HudWeaponSelection FgColor

"255" Linear 0.0 0.1


"FgColor"
Linear 0

Linear 0

.0 0.1
.0 0.1
//Animate HudWeaponSelection TextColor "BrightFg"
Animate HudWeaponSelection TextScan
"1"

Linear 0.0 0.1


Linear 0

.0 0.1
}
event CloseWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu
StopEvent WeaponPickup

0.0
0.0

// make the display visible


Animate HudWeaponSelection Alpha

"128"

Animate HudWeaponSelection SelectionAlpha


Animate HudWeaponSelection FgColor

"255" Linear 0.0 0.1


"FgColor"
Linear 0

Linear 0

.0 0.1
.0 0.1
//Animate HudWeaponSelection TextColor "BrightFg"
Animate HudWeaponSelection TextScan
"1"

Linear 0.0 0.1


Linear 0

.0 0.1
}
event MenuOpen
{
StopEvent
// fade
Animate
Animate
Animate
Animate
Animate
Animate

0.0
}

in
HudMenu
HudMenu
HudMenu
HudMenu
HudMenu
HudMenu

MenuClose 0.0

// Undo any blur


Animate HudMenu
0.01

Alpha
"255"
Linear
SelectionAlpha "255"
Linear
FgColor
"FgColor"
MenuColor
"MenuColor"
ItemColor
"ItemColor"
TextScan
"1"

event MenuClose
{
// Hide
Animate
Animate
Animate
Animate
Animate
}

it
HudMenu
HudMenu
HudMenu
HudMenu
HudMenu

event MenuPulse
{
Animate HudMenu

Blur

0.0 0.1
0.0 0.1
Linear
Linear
Linear
Linear

"1"

0.0 0.1
0.0 0.1
0.0 0.1
0.0 0.1
Linear

Alpha
"0" Linear 0.0 1
SelectionAlpha "0" Linear 0.0 1
FgColor
"0 0 0 0" Linear 0.0 1
MenuColor
"0 0 0 0" Linear 0.0 1
ItemColor
"0 0 0 0" Linear 0.0 1

Blur

"7"

Linear

0.0
0.1
0.2
0.3
0.4
0.5
0.6
}

0.1
Animate HudMenu
0.1
Animate HudMenu
0.1
Animate HudMenu
0.1
Animate HudMenu
0.1
Animate HudMenu
0.1
Animate HudMenu
0.4

event TimerIncrement
{
Animate HudTimer
Linear 0.0
0.1
Animate HudTimer
Deaccel 0.1
0.8
Animate HudTimer
Deaccel 1.1
1.5
}
event TimerDecrement
{
Animate HudTimer
Linear 0.0
0.1
Animate HudTimer
Deaccel 0.1
0.8
Animate HudTimer
Deaccel 1.1
1.5
}
event ResourceIncrement
{
Animate HudResources
Linear 0.0
0.0
Animate HudResources
Linear 0.0
0.01
Animate HudResources
Deaccel 0.1
1.5
Animate HudResources
Linear 0.1
2
Animate HudResources
Linear 2
2
}
event ResourceDecrement
{
Animate HudResources
Linear 0.0
0.0
Animate HudResources
Linear 0.0
0.01
Animate HudResources
Deaccel 0.1
1.5
Animate HudResources

Blur

"2"

Deaccel

Blur

"7"

Linear

Blur

"2"

Deaccel

Blur

"7"

Linear

Blur

"2"

Deaccel

Blur

"1"

Deaccel

Blur

"7"

Blur

"2"

Blur

"0"

Blur

"7"

Blur

"2"

Blur

"0"

Blur

"3"

PulseAmount

"0"

Blur

"1"

PulseAmount

"1"

PulseAmount

"0"

Blur

"7"

PulseAmount

"0"

Blur

"1"

PulseAmount

"1"

Linear 0.1

Animate HudResources
Linear 2
2
}
event ResourcePickup
{
Animate HudResourcesPickup
Linear 0
0
Animate HudResourcesPickup
Linear 0
0
Animate HudResourcesPickup
Deaccel 0
1
Animate HudResourcesPickup
Deaccel 0
0.2
Animate HudResourcesPickup
Deaccel .8
0.2
Animate HudResourcesPickup
Deaccel 0.2
0.3
}

PulseAmount

"0"

Alpha

"255"

Position

"80 r40"

Position

"80 r120"

Blur

"7"

Alpha

"0"

Blur

"1"

event HintMessageShow
{
Animate HudHintDisplay HintSize "1"
Animate HudHintDisplay FgColor "FgColor"
// flash text
Animate HudHintDisplay
Animate HudHintDisplay
Animate HudHintDisplay
Animate HudHintDisplay
Animate HudHintDisplay

FgColor
FgColor
FgColor
FgColor
FgColor

Deaccel 0.0
Linear 0.4

0.3
0.4

"FgColor"
Linear 1.5 0.01
"255 220 0 255" Linear 2.0 0.2
"FgColor"
Linear 2.2 0.2
"255 220 0 255" Linear 3.0 0.2
"FgColor"
Linear 3.2 0.2

// hide the panel after a while


Animate HudHintDisplay FgColor "255 220 0 0"
Animate HudHintDisplay HintSize "0"

Linear 10.0
Deaccel 10.2

0.2
0.3

Linear 0.0
Deaccel 0.2

0.2
0.3

}
event HintMessageHide
{
Animate HudHintDisplay FgColor "255 220 0 0"
Animate HudHintDisplay HintSize "0"
}

event KeyHintMessageShow
{
// show the hints
Animate HudHintKeyDisplay Alpha 255 Linear 0.0 0.5
// flash text
Animate HudHintKeyDisplay
Animate HudHintKeyDisplay
Animate HudHintKeyDisplay
Animate HudHintKeyDisplay
Animate HudHintKeyDisplay

FgColor
FgColor
FgColor
FgColor
FgColor

"FgColor"
Linear 0.0 0.01
"255 220 0 255" Linear 0.5 0.2
"FgColor"
Linear 0.7 0.2
"255 220 0 255" Linear 1.5 0.2
"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
Linear 0.0 0.2
Animate PlayerStatusHealthBonusImage
Linear 0.2 0.4
Animate
255 255"
Animate
255 255"

Alpha

"255"

Alpha

"0"

PlayerStatusHealthValue
Linear 0.0 0.075
PlayerStatusHealthValue
Linear 0.125 0.175

Animate PlayerStatusHealthValueSpec
255 255"
Linear 0.0 0.0
Animate PlayerStatusHealthValueSpecT
Linear 0.1 0.2

FgColor

"60 160

FgColor

"95 205

FgColor

"90 200

FgColor

RunEvent HudHealthBonusPulseLoop

"90 200 255 255"


0.4

}
// call to loop HudHealthBonusPulse
event HudHealthBonusPulseLoop
{
RunEvent HudHealthBonusPulse 0.0
StopPanelAnimations PlayerStatusHealthValue
StopPanelAnimations PlayerStatusHealthValueSpec
StopPanelAnimations PlayerStatusHealthValueSpecT

0.0
0.0
0.0

}
event HudHealthBonusPulseStop
{
StopEvent HudHealthBonusPulse 0.0
StopEvent HudHealthBonusPulseLoop 0.0
StopPanelAnimations PlayerStatusHealthValue
0.0
StopPanelAnimations PlayerStatusHealthValueSpec 0.0
Animate PlayerStatusHealthValue
"255 255 255 255"
Linear 0.0 0.0

FgColor

Animate PlayerStatusHealthValueSpec
Linear 0.0 0.0
Animate PlayerStatusHealthValueSpecT
Linear 0.0 0.2
}

FgColor

"white"

//===========================================
//Health Dying Pulse

FgColor

"white"

event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage
"255"
Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage
"0"
Linear 0.125 0.075

Alpha
Alpha

Animate PlayerStatusHealthValueShadow
"240 0 0 255" Linear 0.0 0.075
Animate PlayerStatusHealthValueShadow
"black"
Linear 0.125 0.075

FgColor
FgColor

Animate PlayerStatusHealthValueSpec
"255 40 40 255"
Linear 0.0 0.0
Animate PlayerStatusHealthValueSpecT
"255 40 40 255"
Linear 0.1 0.1

FgColor
FgColor

Animate PlayerStatusHealthValueShadowBorder
"240 0 0 255" Linear 0.0 0.075
Animate PlayerStatusHealthValueShadowBorder
"black"
Linear 0.125 0.075
RunEvent HudHealthDyingPulseLoop

FgColor
FgColor

0.25

}
// call to loop HudHealthDyingPulse
event HudHealthDyingPulseLoop
{
RunEvent HudHealthDyingPulse 0.0
StopPanelAnimations PlayerStatusHealthValueShadow
0.0
StopPanelAnimations PlayerStatusHealthValueShadowBorder
StopPanelAnimations PlayerStatusHealthValueSpec

0.0

0.0
StopPanelAnimations PlayerStatusHealthValueSpecT
0.0
Animate PlayerStatusHealthValueShadow
Linear 0.0 0.0
Animate PlayerStatusHealthValueShadowBorder
"Black"
Linear 0.0 0.0
}

FgColor

"Black"

FgColor

event HudHealthDyingPulseStop
{
StopEvent HudHealthDyingPulseLoop 0.0
StopEvent HudHealthDyingPulse 0.0
StopPanelAnimations PlayerStatusHealthValueShadow
0.0
StopPanelAnimations PlayerStatusHealthValueShadowBorder
StopPanelAnimations PlayerStatusHealthValueSpec

0.0

0.0
StopPanelAnimations PlayerStatusHealthValueSpecT
0.0
"Black"

Animate PlayerStatusHealthValueShadow
Accel 0.0 0.0
Animate PlayerStatusHealthValueShadowBorder

FgColor
FgColor

"Black"

Accel 0.0 0.0

//Animate
5 linear 0.0 0.0
//Animate
5 linear 0.0 0.0

PlayerStatusHealthValueShadow

alpha 25

PlayerStatusHealthValueShadowBorder

alpha 25

Animate PlayerStatusHealthValueShadow
Linear 0.0 0.0
Animate PlayerStatusHealthValueShadowBorder
"Black"
Linear 0.0 0.0

FgColor

"Black"

FgColor

Animate PlayerStatusHealthValueSpec
Linear 0.0 0.0
Animate PlayerStatusHealthValueSpecT
"white"
Linear 0.0 0.2
}

FgColor

"white"

FgColor

//===========================================
event HudLowAmmoPulse
{
//
Linear
//
Linear

Animate HudWeaponLowAmmoImage
0.0 0.075
Animate HudWeaponLowAmmoImage
0.125 0.075

Alpha

"255"

Alpha

"0"

Animate AmmoInReserveShadow
Linear 0.0 0.075
Animate AmmoInReserveShadow
Linear 0.125 0.075

Fgcolor

"240 0 0 255"

Fgcolor

"Black"

Animate AmmoNoClipShadow
Linear 0.0 0.075
Animate AmmoNoClipShadow
Linear 0.125 0.075

Fgcolor

"240 0 0 255"

Fgcolor

"Black"

RunEvent HudLowAmmoPulseLoop

0.25

}
// call to loop HudLowAmmoPulse
event HudLowAmmoPulseLoop
{
RunEvent HudLowAmmoPulse 0.0
}
event HudLowAmmoPulseStop
{
StopEvent HudLowAmmoPulse 0.0
StopEvent HudLowAmmoPulseLoop 0.0
StopPanelAnimations AmmoInReserveShadow
StopPanelAnimations AmmoNoClipShadow
Animate AmmoInReserveShadow
Linear 0.0 0.1
Animate AmmoNoClipShadow
Linear 0.0 0.1
}

0.0
0.0
Fgcolor

"Black"

Fgcolor

"Black"

//===========================================
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 0.00

Animate HudAccount

Ammo2Color "0 0 0 0" Accel 0.0 3.0

01
}
//activecolor - instantly turn green, fade back to yellow
event AccountMoneyAdded
{
Animate HudAccount
FgColor "HudIcon_Green" Linear 0.0 0.000
1
Animate HudAccount
FgColor "OrangeDim" Accel 0.0 3.0
Animate HudAccount

Ammo2Color "HudIcon_Green" Accel 0.0 0.0

Animate HudAccount

Ammo2Color "0 0 0 0" Accel 0.0 3.0

001
}
event AccountMoneyInvisible
{
Animate HudAccount
Animate HudAccount
}

FgColor "OrangeDim" Accel 0.0 0.0001


Ammo2Color "0 0 0 0" Accel 0.0 0.0001

//===========================================
event FlagOutlineHide
{
Animate OutlineImage
Linear 0.0 0.1
}

Alpha

// Local player flag pickup/drop


event FlagOutline
{
RunEvent FlagOutlineHide 0.0
Animate OutlineImage
Alpha
.1 0.2
Animate OutlineImage

Position

"0"

"255"

Linear 0

"c-100 260"

Linear 0

.1 0.2

// "c-200 140"
Animate OutlineImage
Size
.1 0.2
// "400 200"

"200 100"

Linear 0

//Animate OutlineImage Position

"c-50 r137"

Linear 0

//Animate OutlineImage Size

"100 50"

Linear 0

Animate OutlineImage

Position

"c-22 r60"

Linear 0

Animate OutlineImage

Size

"44 22"

Linear 0

Alpha

"0"

.7 0.2
.7 0.2
.7 0.2
.7 0.2
Animate OutlineImage
Linear 0.9 0.1
}

//===========================================
// Spy Disguise
event HudSpyDisguiseChanged
{
Animate PlayerStatusSpyOutlineImage
Linear 0.0 0.2

-50"
"

Animate PlayerStatusSpyOutlineImage
Linear 0.0 0.2
// 200 200
Animate PlayerStatusSpyOutlineImage
Linear 0.0 0.2
// 400 400
RunEvent HudSpyDisguiseHide

Alpha

"255"

Position

"c-200 c

Size

"200 200

Position

"c-290 r

Size

"40 40"

Alpha

"0"

Alpha

"255"

0.7

}
event HudSpyDisguiseHide
{
Animate PlayerStatusSpyOutlineImage
90"
Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage
Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage
Linear 0.2 0.1
}
event HudSpyDisguiseFadeIn
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage
Linear 0.9 0.1
//Animate PlayerStatusClassImage
"40 40"
Linear 0.0 0.0
}
event HudSpyDisguiseFadeOut
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage
Linear 0.9 0.1

Size

Alpha

"0"

"0 0"
}

//Animate PlayerStatusClassImage
Linear 0.0 0.0

Size

//===========================================
// Show the Overtime panel
event OvertimeShow
{
Animate OvertimeLabel
Linear 0.0 0.1
Animate OvertimeBG
"255"
Linear 0.0 0.1
}

Alpha

"255"
Alpha

event HudSnapShotReminderIn
{
//Animate ScreenshotPanel
Linear 0.0 0.001
//Animate ScreenshotPanel
.001 0.2

Position

"-200 0"

Position

"-5 0" Spline 0

//Animate ScreenshotPanel
Spline 2.5 0.1

Position

"-200 0"

Animate ScreenshotPanel
Linear 0.0 0.1
Animate ScreenshotPanel
.0 0.1

Alpha

"0"

Alpha

"255"

Linear 0

Animate ScreenshotPanel
Alpha
"0"
Linear 2.5 0.1
}
event HudReplayReminderIn
// Places the replay reminder in the same place
as the snapshot reminder // not anymore
{
//Animate ReplayReminder
Position
"-200 37"
Linear 0.0 0.001
//Animate ReplayReminder
Position
"-5 37" Spline 0
.001 0.2
//Animate ReplayReminder
Spline 2.5 0.1

Position

"-200 37"

Animate ReplayReminder
Linear 0.0 0.1
Animate ReplayReminder
.0 0.1

Alpha

"0"

Alpha

"255"

Animate ReplayReminder
Linear 2.5 0.1
}

Alpha

"0"

Linear 0

event HudReplayReminderIn2
// Puts the panel below the snapshot panel
{
//Animate ReplayReminder
Position
"-200 37"
Linear 0.0 0.001
//Animate ReplayReminder
Position
"-5 37" Spline 0
.001 0.2

//Animate ReplayReminder
Spline 2.5 0.1

Position

"-200 37"

Animate ReplayReminder
Linear 0.0 0.1
Animate ReplayReminder
.0 0.1

Alpha

"0"

Alpha

"255"

Animate ReplayReminder
Linear 2.5 0.1
}

Alpha

"0"

event HudReplayTipIn
{
Animate ReplayTip
Linear 0.0 0.001
Animate ReplayTip
Spline 0.001 0.1
}
event HudReplayTipOut
{
Animate ReplayTip
Linear 0.0 0.001
Animate ReplayTip
Spline 0.001 0.1
}
event HudTournamentSetupPanelOpen
{
Animate HudTournamentSetup
.0 0.001
Animate HudTournamentSetup
.001 0.2
}
event HudTournamentSetupPanelClose
{
Animate HudTournamentSetup
.0 0.001
Animate HudTournamentSetup
.001 0.2
}

Linear 0

Position

"10 -100"

Position

"10 6"

Position

"10 6"

Position

"10 -100"

Position

"c-85 -70"

Linear 0

Position

"c-85 70"

Spline 0

Position

"c-85 70"

Linear 0

Position

"c-85 -70"

Spline 0

//====================================
// Flash the medic charge hud when we have full charge
event HudMedicCharged
{
Animate ChargeLabel
Linear 0.0 0.1
Animate ChargeLabel
Linear 0.3 0.4

FgColor

"255 255 255 255"

FgColor

"black"

//UberColorLine1
Animate ChargeMeter
//UberColorLine2

FgColor "90 200 255 255"

Linear 0.0 0.1

Animate ChargeMeter
lorLine3

FgColor "46 43 42 255" Linear 0.3 0.4 //UberCo

RunEvent HudMedicChargedLoop

0.7

//0.6

}
// call to loop HudHealthBonusPulse
event HudMedicChargedLoop
{
RunEvent HudMedicCharged 0.0
}
event HudMedicChargedStop
{
StopEvent HudMedicCharged 0.0
StopEvent HudMedicChargedLoop 0.0
Animate ChargeLabel
Linear 0.0 0.2
Animate ChargeMeter
Linear 0.0 0.0
}

FgColor

"255 255 255 255"

FgColor

"255 255 255 255"

//====================================
event VideoCaptionFadeIn
{
Animate VideoCaption
.0 0.1
}

Alpha

"255"

event VideoCaptionFadeOut
{
Animate VideoCaption
Linear 0.0 0.1
}

Alpha

"0"

Linear 0

//====================================
// arena
event ArenaVsPanelOnShow
{
Animate bluepanel
Animate redpanel
Animate vslabel Alpha

Position
Position
"0"

RunEvent ArenaVsPanelSlideIn
RunEvent ArenaVsPanelSlideOut

"-200 50"
Linear 0.0 0.001
"r-200 140"
Linear 0.0 0.001
Linear 0.0 0.001
1.0
4.8

}
event ArenaVsPanelSlideIn
{
Animate bluepanel
Animate redpanel
Animate vslabel Alpha
}
event ArenaVsPanelSlideOut
{

Position
"c-100 50"
Position
"c-100 140"
"255" Linear 0.15 0.2

Spline 0.0 0.2


Spline 0.0 0.2

Animate bluepanel
Animate redpanel
Animate vslabel Alpha

Position
Position
"0"

"-200 50"
Spline 0.0 0.2
"r-200 140"
Spline 0.0 0.2
Linear 0.0 0.05

}
//===========================================
//Cart Alarm Pulse
event HudCartAlarmPulse
{
Animate EscortItemImageAlert
.0 0.3
Animate EscortItemImageAlert
.6 0.3

Alpha

"160"

Linear 0

Alpha

"0"

Linear 0

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
.1 0.1
Animate ActiveTimerBG

Alpha

"0"

Alpha

"255"

Animate ActiveTimerBG

Alpha

"0"

Animate ActiveTimerBG

Alpha

"255"

Animate ActiveTimerBG

Alpha

"0"

Animate ActiveTimerBG

Alpha

"255"

Linear 0
Linear 0.3 0.1
Linear 0

.5 0.1
Linear 0.7 0.1
Linear 0

.9 0.1
Linear 1.1 0.1

}
//===========================================
event TeamsFullArrowAnimate
{
Animate TeamsFullArrow Position
0
0
Animate TeamsFullArrow Position
0
0.4
Animate TeamsFullArrow Position
0.4
0.4
RunEvent TeamsFullArrowAnimateLoop
}

"c-80

256"

Linear

"c-90

256"

Linear

"c-80

256"

Linear

0.8

event TeamsFullArrowAnimateLoop
{
RunEvent TeamsFullArrowAnimate 0.0
}
event TeamsFullArrowAnimateEnd
{
StopEvent TeamsFullArrowAnimate 0.0
StopEvent TeamsFullArrowAnimateLoop 0.0
}
//===========================================
event TrainingHudBounce
{
Animate ObjectiveStatusTraining Position
Linear 0 0
Animate ObjectiveStatusTraining Position
Bounce 0.0 2.0
}
event TrainingPressSpacebarBlink
{
Animate PressSpacebarToContinue
Linear 0.0 0.1
Animate PressSpacebarToContinue
Linear 0.2 0.1

"c-160 r187"
"c-160 r127"

Alpha

"255"

Alpha

"0"

Animate PressSpacebarToContinue
Linear 0.4 0.1
Animate PressSpacebarToContinue
Linear 0.6 0.1

Alpha

"255"

Alpha

"0"

Animate PressSpacebarToContinue
Linear 0.8 0.1
Animate PressSpacebarToContinue
Linear 1.0 0.1

Alpha

"255"

Alpha

"0"

Animate PressSpacebarToContinue
Linear 1.2 0.1

Alpha

"255"

RunEvent TrainingPressSpacebarBlinkLoop

3.0

}
event TrainingPressSpacebarBlinkLoop
{
RunEvent TrainingPressSpacebarBlink
}

0.0

event TrainingPressSpacebarBlinkStop
{
StopEvent TrainingPressSpacebarBlink
StopEvent TrainingPressSpacebarBlinkLoop
}

0.0
0.0

//===========================================
event IntroMovieContinueBlink
{

Animate continue
Animate continue

Alpha
Alpha

"255"
"0"

Linear 0.0 0.1


Linear 0

Animate continue
Animate continue

Alpha
Alpha

"255"
"0"

Linear 0.4 0.1


Linear 0

Animate continue
Animate continue

Alpha
Alpha

"255"
"0"

Linear 0.8 0.1


Linear 1

Animate continue

Alpha

"255"

Linear 1.2 0.1

.2 0.1

.6 0.1

.0 0.1

RunEvent IntroMovieContinueBlinkLoop

2.0

}
event IntroMovieContinueBlinkLoop
{
RunEvent IntroMovieContinueBlink
}

0.0

event IntroMovieContinueBlinkStop
{
StopEvent IntroMovieContinueBlink
StopEvent IntroMovieContinueBlinkLoop
}

0.0
0.0

//===========================================
event HasMOTDBlink
{
Animate MOTD_ShowButtonPanel_SB
Linear 0.0 0.1
Animate MOTD_ShowButtonPanel_SB
Linear 0.2 0.1

Alpha

"255"

Alpha

"0"

Animate MOTD_ShowButtonPanel_SB
Linear 0.4 0.1
Animate MOTD_ShowButtonPanel_SB
Linear 0.6 0.1

Alpha

"255"

Alpha

"0"

Animate MOTD_ShowButtonPanel_SB
Linear 0.8 0.1
Animate MOTD_ShowButtonPanel_SB
Linear 1.0 0.1

Alpha

"255"

Alpha

"0"

Animate MOTD_ShowButtonPanel_SB
Linear 1.2 0.1

Alpha

"255"

RunEvent HasMOTDBlinkLoop

2.0

}
event HasMOTDBlinkLoop
{
RunEvent HasMOTDBlink
}
event HasMOTDBlinkStop
{

0.0

StopEvent HasMOTDBlink
StopEvent HasMOTDBlinkLoop
Animate MOTD_ShowButtonPanel_SB
Linear 0.0 0.1
}

0.0
0.0
Alpha

"255"

//===========================================
event HasNotificationsBlink
{
Animate Notifications_ShowButtonPanel_SB
Linear 0.0 0.1
Animate Notifications_ShowButtonPanel_SB
Linear 0.2 0.1

Alpha

"255"

Alpha

"0"

Animate Notifications_ShowButtonPanel_SB
Linear 0.4 0.1
Animate Notifications_ShowButtonPanel_SB
Linear 0.6 0.1

Alpha

"255"

Alpha

"0"

Animate Notifications_ShowButtonPanel_SB
Linear 0.8 0.1
Animate Notifications_ShowButtonPanel_SB
Linear 1.0 0.1

Alpha

"255"

Alpha

"0"

Animate Notifications_ShowButtonPanel_SB
Linear 1.2 0.1

Alpha

"255"

RunEvent HasNotificationsBlinkLoop

2.0

}
event HasNotificationsBlinkLoop
{
RunEvent HasNotificationsBlink
}

0.0

event HasNotificationsBlinkStop
{
StopEvent HasNotificationsBlink
StopEvent HasNotificationsBlinkLoop
Animate Notifications_ShowButtonPanel_SB
Linear 0.0 0.1
}

0.0
Alpha

0.0
"255"

//===========================================
event AddToCartBlink
{
Animate CartButton
Animate CartButton

BgColor "TanDark"
Linear 0.0 0.01
BgColor "255 150 0 255" Linear 0.1 0.01

Animate CartButton
Animate CartButton

BgColor "TanDark"
Linear 0.2 0.01
BgColor "255 150 0 255" Linear 0.3 0.01

Animate CartButton
Animate CartButton

BgColor "TanDark"
Linear 0.4 0.01
BgColor "255 150 0 255" Linear 0.5 0.01

Animate CartButton
Animate CartButton

BgColor "TanDark"
Linear 0.6 0.01
BgColor "255 150 0 255" Linear 0.7 0.01

Animate CartButton
Animate CartButton

BgColor "TanDark"
Linear 0.8 0.01
BgColor "255 150 0 255" Linear 0.9 0.01

Animate CartButton

BgColor "TanDark"

Linear 1.0 0.01

}
//===========================================
event NotificationsPresentBlink
{
Animate NotificationsPresentPanel
Linear 0.0 0.1
Animate NotificationsPresentPanel
Linear 0.2 0.1

Alpha

"255"

Alpha

"0"

Animate NotificationsPresentPanel
Linear 0.4 0.1
Animate NotificationsPresentPanel
Linear 0.6 0.1

Alpha

"255"

Alpha

"0"

Animate NotificationsPresentPanel
Linear 0.8 0.1
Animate NotificationsPresentPanel
Linear 1.0 0.1

Alpha

"255"

Alpha

"0"

Animate NotificationsPresentPanel
Linear 1.2 0.1

Alpha

"255"

RunEvent NotificationsPresentBlinkLoop

2.0

}
event NotificationsPresentBlinkLoop
{
RunEvent NotificationsPresentBlink
}

0.0

event NotificationsPresentBlinkStop
{
StopEvent NotificationsPresentBlink
StopEvent NotificationsPresentBlinkLoop
Animate NotificationsPresentPanel
Alpha
Linear 0.0 0.1
}

0.0
"255"

0.0

//===========================================
event DamagedPlayer
{
Animate DamageAccountValue
.0 0.15
Animate DamageAccountValueShadow

Alpha

Animate DamageAccountValue
Linear 1.85 0.1
Animate DamageAccountValueShadow
.85 0.1
Animate HitMarker
Animate HitMarker
}

Alpha
Alpha

Alpha

"255"

Linear 0

"255"

Linear 0.0 0.15

Alpha

"0"

Alpha

"0"

Linear 1

"255"
"0"

Linear 0.0 0.05


Linear 0.3 0.1

//===========================================
event SpyWarningFlash
{
Animate EnemyCountImageBG
.0 0.01
Animate EnemyCountImageBG
.21 0.01
RunEvent

BgColor "RedSolid"

Linear 0

BgColor "TanLight"

Linear 0

SpyWarningFlashLoop

0.42

}
event SpyWarningFlashLoop
{
RunEvent SpyWarningFlash
}

0.0

event SpyWarningFlashEnd
{
StopEvent SpyWarningFlash
StopEvent SpyWarningFlashLoop
}

0.0
0.0

event HudReadyPulse
{
Animate TournamentInstructionsLabel
Linear 0.0 0.1
Animate TournamentInstructionsLabel
Linear 0.3 0.4
RunEvent HudReadyPulseLoop

FgColor

"white"

FgColor

"RedSolid"

0.5

}
event HudReadyPulseLoop
{
RunEvent HudReadyPulse
}

0.0

event HudReadyPulseEnd
{
Animate TournamentInstructionsLabel
Linear 0.0 0.1

FgColor

StopEvent HudReadyPulse
StopEvent HudReadyPulseLoop

"white"

0.0
0.0

}
// Respec in Win
event RespecEarnedPulse
{
Animate RespecTextLabelWin
.0 0.1
Animate RespecTextLabelWin
.3 0.4
RunEvent RespecEarnedPulseLoop
}
event RespecEarnedPulseLoop

FgColor "TanLight"

Linear 0

FgColor "RedSolid"

Linear 0

0.5

{
RunEvent RespecEarnedPulse

0.0

}
event RespecEarnedPulseEnd
{
Animate RespecTextLabelWin
Linear 0.0 0.1

FgColor

StopEvent RespecEarnedPulse
StopEvent RespecEarnedPulseLoop

"TanLight"
0.0
0.0

}
// Respec on Loss
event RespecEarnedPulseLoss
{
Animate RespecTextLabelLoss
.0 0.1
Animate RespecTextLabelLoss
.3 0.4

FgColor "TanLight"

Linear 0

FgColor "RedSolid"

Linear 0

RunEvent RespecEarnedPulseLoopLoss

0.5

}
event RespecEarnedPulseLoopLoss
{
RunEvent RespecEarnedPulseLoss
}

0.0

event RespecEarnedPulseEndLoss
{
Animate RespecTextLabelLoss FgColor
Linear 0.0 0.1
Animate RespecTextLabelLoss FgColor
Linear 0.0 0.1

"TanLight"

StopEvent RespecEarnedPulseLoss
StopEvent RespecEarnedPulseLoopLoss

"TanLight"
0.0
0.0

}
event RDPositiveScorePulse
{
Animate Score FgColor
Animate Score FgColor

"25 255 25 255"


"TanLight"

Animate Score Position "3 5"


Animate Score Position "3 10"
Animate ScoreShadow FgColor
Animate ScoreShadow FgColor

Linear 0.0 0.0


Linear 0.1 0.2
Deaccel 0.0 0.05
Accel 0.05 0.2

"0 0 0 200"
"0 0 0 255"

Deaccel 0.0 0.05


Accel 0.1 0.2

}
event RDNegativeScorePulse
{
Animate Score FgColor
Animate Score FgColor

"255 75 75 255"
"TanLight"

Animate Score Position "3 5"


Animate Score Position "3 10"

Linear 0.0 0.0


Linear 0.1 0.2
Deaccel 0.0 0.05
Accel 0.05 0.2

Animate ScoreShadow FgColor


Animate ScoreShadow FgColor

"0 0 0 200"
"0 0 0 255"

Deaccel 0.0 0.05


Accel 0.1 0.2

}
event QuestNotification_Present
{
Animate MainContainer Position "r0 94"
0
Animate MainContainer Position "r115 94"
0.4
}
event QuestNotification_Hide
{
Animate MainContainer Position "r115 94"
0
Animate MainContainer Position "r0 94"
}
event ItemCard_ShowPinHint
{
Animate PinLabel Position
Animate PinLabel FgColor
Animate PinLabel Position

Deaccel 0
Deaccel 0.01

Deaccel 0
Deaccel 0.01

"0 -20" Deaccel 0

0.4

"TanLight"
Linear 0.2 0
"0 0" Deaccel 0.2
0.2

}
event ItemCard_HidePinHint
{
Animate PinLabel Position
Animate PinLabel Position

"0 5"

Deaccel 0

0.3

"0 -20" Accel 0.3

0.1

}
event ItemCard_ShowCloseButton
{
Animate CloseButton Position

"-8 -68"

Deaccel 0

0.3

Animate CloseButton Position

"-8 -68"

Accel 0.3

0.1

event ItemCard_HideCloseButton
{
Animate CloseButton Position
}

"-30 -90"

Deaccel 0

0.0

event QuestItem_StaticPhoto_Reveal
{
Animate StaticPhoto Alpha
}

"0"

event HideStamp
{
SetVisible ApplyStampButton
0
}
event CollectionCrafting_Intro
{
// Reset

Accel

SetVisible ApplyStampButton

0
SetVisible Stamp

Animate Stamp

xpos c140

0
Accel

0 0
Animate DrawingPanel
Animate DrawingPanel
Animate LetterFront

xpos c0
wide 0

Accel
Accel
xpos c0

0 0
0 0
Accel

wide 0

Accel

0 0
Animate LetterFront
0 0
Animate LetterBack_Top
Animate LetterBack_Top
Animate LetterBack_Top
Animate LetterBack_Bottom
Animate LetterBack_Bottom
Animate LetterBack_Bottom
Animate LetterBack_Flap
Animate LetterBack_Flap
Animate LetterBack_Flap
Animate LetterBack_Flap
Animate LetterBack_Top
SetVisible ReturnModel

xpos c-250
ypos 400
wide 500
xpos
ypos
wide
xpos
ypos
wide
tall
ypos
0

Accel
Accel
Accel
c-250
400
500
c-250
400
500
0
400

0 0
0 0
0 0
Accel
Accel
Accel
Accel
Accel
Accel
Deaccel
Accel

0 0
0 0
0 0
0 0
0 0
0 0
0.6 0.4
0 0

Accel

0 0

0
Animate SendEvelopeButton
SetVisible
SendEvelopeButton

ypos 280

SetVisible ResponseTimeout

0
0
SetVisible WaitingForResponse

0
SetVisible ShowExplanationsButton1

SetVisible ShowExplanationsButton2

0
0
Animate TradeUpContainer

wide 800

// Slide paper down


Animate TradeUpContainer Position
// Slider BG up
Animate BG

Accel 0 0
"0 60" Deaccel 0

Position

0.3

"0 34" Deaccel 0

0.3
// Fade dimmer down
Animate Dimmer Alpha "255" Linear 0 0.4
}
event CollectionCrafting_LetterStart
{
// Slide envelope up
FireCommand
0.0 "playsound ui/trade_up_envelope_slide_in.wav"
Animate LetterBack_Bottom
ypos 60 Deaccel 0 0.3
Animate LetterBack_Flap
ypos 60 Deaccel 0 0.3
Animate LetterBack_Top
ypos 60 Deaccel 0 0.3
SetVisible ShowExplanationsButton1
0
0
// Close flap

FireCommand
0.3 "playsound ui/trade_up_envelope_fold.wav"
Animate LetterBack_Flap
tall 250 Deaccel 0.4 0.2
// Start Flip
FireCommand
0.8 "playsound
Animate TradeUpContainer
Animate LetterBack_Bottom
Animate LetterBack_Bottom
Animate LetterBack_Flap
Animate LetterBack_Flap
Animate LetterBack_Top
Animate LetterBack_Top
// End Flips
Animate LetterFront
Animate LetterFront
Animate DrawingPanel
Animate DrawingPanel
SetVisible ApplyStampButton

ui/trade_up_envelope_spin.wav"
wide 0 Accel 0.8 0
wide 0 Accel 0.8 0.2
xpos c0 Accel 0.8 0.2
wide 0 Accel 0.8 0.2
xpos c0 Accel 0.8 0.2
wide 0 Accel 0.8 0.2
xpos c0 Accel 0.8 0.2
xpos c-250
wide 500
xpos c-250
Deaccel
wide 500
Deaccel
1

Deaccel 1.0 0.2


Deaccel 1.0 0.2
1.0 0.2
1.0 0.2

1.3
SetVisible ShowExplanationsButton2

1.3

}
event CollectionCrafting_PlaceStamp
{
SetVisible Stamp
1
0
SetVisible ApplyStampButton
0
0
FireCommand
0 "playsound ui/trade_up_apply_stamp.wav"
}
event CollectionCrafting_LetterSend
{
SetVisible ShowExplanationsButton2
SetVisible
SendEvelopeButton
0
Animate Stamp
Animate LetterFront
Animate DrawingPanel
xpos

0
0

xpos
xpos
c-320

c70
Deaccel 0 0.3
c-320 Deaccel 0 0.3
Deaccel 0 0.3

RunEventChild BehindItemParticlePanel PlayEnvelopSendParticles 0.3


Animate Stamp
xpos 1120
Accel 0.3 0.2
Animate LetterFront
xpos 1000
Accel 0.3 0.2
Animate DrawingPanel
xpos 1000
Accel 0.3 0.2
SetVisible CloseButton
0
0
FireCommand

0.2 "playsound ui/trade_up_envelope_slide_out.wav"

}
event PlayNewItemParticles
{
FireCommand 0 "start0"
}
event PlayCrateSmashParticles
{
FireCommand 0 "start1"
}

event PlayEnvelopSendParticles
{
FireCommand 0 "start2"
}
event ShowFoundLabels
{
Animate YouTradedForLabel alpha 0 Linear 0 0
Animate ItemName
alpha 0 Linear 0 0
Animate YouTradedForLabel alpha 255 Linear 3 1
Animate ItemName
alpha 255 Linear 3 1
}
event CollectionCrafting_ItemRecieved
{
RunEventChild NewItemPanel ShowFoundLabels
0
FireCommand 0 "playcratesequence1"
SetVisible
NewItemPanel
0 0
SetVisible ReturnModel
1 0.05
RunEventChild BehindItemParticlePanel PlayCrateSmashParticles 0.2
FireCommand

0 "playsound ui/trade_up_crate_smash.wav"

SetVisible
NewItemPanel
SetVisible CloseButton

1
1

1.5
1.5

FireCommand 2.1 "playcratesequence2"


RunEventChild BehindItemParticlePanel PlayNewItemParticles 1.5
FireCommand

1.0 "playsound ../player/taunt_medic_heroic.wav"

}
event CollectionCrafting_OKBlink_Repeatable
{
Animate OkButton
FgColor Red
Linear 0 0.1
Animate OkButton
FgColor TanLight Linear 0.1 0.1
}
event CollectionCrafting_OKBlink
{
RunEvent CollectionCrafting_OKBlink_Repeatable
RunEvent CollectionCrafting_OKBlink_Repeatable
RunEvent CollectionCrafting_OKBlink_Repeatable
RunEvent CollectionCrafting_OKBlink_Repeatable
}
event CollectionCrafting_ShowSendButton
{
SetVisible
SendEvelopeButton
0
Animate SendEvelopeButton
}
event CollectionCrafting_ShowWaiting
{
SetVisible WaitingForResponse
}

0
0.2
0.4
0.6

1
ypos

320 Deaccel 0 0.5

event CollectionCrafting_HideWaiting
{
SetVisible WaitingForResponse
}

event CollectionCrafting_ShowFailure
{
SetVisible ResponseTimeout
SetVisible CloseButton
}

1
1

0
0

event CollectionCrafting_WaitForItemsOnly
{
// Set Everything Invisible
SetVisible ReturnModel
0
SetVisible
SendEvelopeButton
0
SetVisible ResponseTimeout
0
SetVisible WaitingForResponse 0
0
SetVisible ShowExplanationsButton1
0
SetVisible ShowExplanationsButton2
0
SetVisible ShowExplanationsButton2
SetVisible
SendEvelopeButton
0
SetVisible CloseButton
0
0
SetVisible ApplyStampButton

0
0
0

0
0
0

0
0

0
SetVisible Stamp

Animate Stamp

xpos c140

0
Accel

0 0
Animate DrawingPanel
Animate DrawingPanel
Animate LetterFront

xpos c0
wide 0

Accel
Accel
xpos c0

0 0
0 0
Accel

wide 0

Accel

0 0
Animate LetterFront
0 0
Animate
Animate
Animate
Animate
Animate
Animate
Animate
Animate
Animate
Animate
Animate

LetterBack_Top
LetterBack_Top
LetterBack_Top
LetterBack_Bottom
LetterBack_Bottom
LetterBack_Bottom
LetterBack_Flap
LetterBack_Flap
LetterBack_Flap
LetterBack_Flap
LetterBack_Top

// Slider BG up
Animate BG
0.3

xpos c-250
ypos 400
wide 500
xpos
ypos
wide
xpos
ypos
wide
tall
ypos
Position

Accel
Accel
Accel
c-250
400
500
c-250
400
500
0
400

0 0
0 0
0 0
Accel
Accel
Accel
Accel
Accel
Accel
Deaccel
Accel

0 0
0 0
0 0
0 0
0 0
0 0
0.6 0.4
0 0

"0 34" Deaccel 0

// Fade dimmer down


Animate Dimmer Alpha "255" Linear 0 0.4
}
//-------------------------------------------------------------------------event QuestItem_Identify_Expand
{
StopEvent QuestItem_Identify_Collapse 0
Animate Dimmer wide 285 Bias 0.1
0.0 0.4
Animate Dimmer xpos 0 Bias 0.1
0.0 0.4
}
event QuestItem_Identify_Collapse
{
StopEvent QuestItem_Identify_Expand 0
Animate Dimmer wide 0 Accel 0.4 0.4
Animate Dimmer xpos 142
Accel 0.4 0.4
}
event QuestItem_Complete_Expand
{
Animate Dimmer wide 285 Deaccel 0.4 0.1
Animate Dimmer xpos 0 Deaccel 0.4 0.1
}
event QuestItem_Complete_Collapse
{
Animate Dimmer wide 0 Accel 0 0.4
Animate Dimmer xpos 142
Accel 0 0.4
}
event QuestItem_Complete_Progress
{
Animate Dimmer wide 0 Linear 0 5
Animate Dimmer xpos 142
Linear 0 5
}
event QuestItem_Options_Flash
{
Animate OptionsButton
Animate OptionsButton
Animate OptionsButton
Animate OptionsButton
Animate OptionsButton
Animate OptionsButton
}

FgColor
FgColor
FgColor
FgColor
FgColor
FgColor

LightOrange
TanLight
LightOrange
TanLight
LightOrange
TanLight

Linear
Linear
Linear
Linear
Linear
Linear

0
0.1
0.2
0.3
0.4
0.5

0.1
0.1
0.1
0.1
0.1
0.1

//-------------------------------------------------------------------------event QuestItem_Expand
{
Animate FrontFolderContainer
ypos 240
Gain 0.75 0 0.4
RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0
RunEventChild TurnInContainer QuestItem_Complete_Expand 0
SetInputEnabled FrontFolderContainer 0 0
RunEvent QuestItem_Options_Flash 1
}
event QuestItem_Collapse
{
Animate FrontFolderContainer

ypos 0 Gain 0.75 0 0.4

RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0


RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
SetInputEnabled FrontFolderContainer 1 0
}
event QuestItem_TurningIn
{
RunEventChild TurnInContainer QuestItem_Complete_Progress 0
}
event QuestItem_Reset
{
Animate FrontFolderContainer
ypos 0 Linear 0 0
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
SetInputEnabled FrontFolderContainer 1 0
}
//-------------------------------------------------------------------------event QuestItem_Operation2_Expand
{
StopEvent QuestItem_Operation2_Collapse 0
RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0.4
RunEventChild TurnInContainer QuestItem_Complete_Expand 0.4
Animate FrontFolderContainer
Animate BackFolderContainer

xpos -270
Gain 0.75 0.4 0.3
xpos -270
Gain 0.75 0.4 0.

3
Animate FrontFolderContainer
xpos -10
Gain 0.75 0.7 0.3
Animate BackFolderContainer
xpos 0 Gain 0.75 0.7 0.3
SetVisible FrontFolderContainer 0 0.7
SetVisible BackFolderContainer 1 0.7
SetInputEnabled FrontFolderContainer 0 0
RunEvent QuestItem_Options_Flash 1
}
event QuestItem_Operation2_Collapse
{
StopEvent QuestItem_Operation2_Expand 0
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
Animate FrontFolderContainer
Animate BackFolderContainer

xpos -270
Gain 0.75 0.0 0.3
xpos -270
Gain 0.75 0.0 0.

3
Animate FrontFolderContainer
xpos 0 Gain 0.75 0.3 0.4
Animate BackFolderContainer
xpos 0 Gain 0.75 0.3 0.4
SetVisible FrontFolderContainer 1 0.3
SetVisible BackFolderContainer 0 0.3
SetInputEnabled FrontFolderContainer 1 0
}
event QuestItem_Operation2_TurningIn
{

RunEventChild TurnInContainer QuestItem_Complete_Progress 0


}
event QuestItem_Operation2_Reset
{
StopEvent QuestItem_Operation2_Collapse 0
StopEvent QuestItem_Operation2_Expand 0
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
Animate FrontFolderContainer
xpos 0 Linear 0 0
Animate BackFolderContainer
xpos 0 Linear 0 0
SetVisible FrontFolderContainer 1 0
SetVisible BackFolderContainer 0 0
SetInputEnabled FrontFolderContainer 1 0
}
//-------------------------------------------------------------------------event QuestItem_DisableFrontMouse
{
SetVisible FrontInputProxyPanel 0 0
}
event QuestItem_EnableFrontMouse
{
SetVisible FrontInputProxyPanel 1 0
}
event QuestItem_Expand_Halloween
{
StopEvent QuestItem_Collapse_Halloween 0
// Immediately disable the mouse proxy so the inactive hint goes away
RunEventChild FrontFolderContainer
QuestItem_DisableFrontMouse 0
SetInputEnabled FrontFolderContainer 0 0
// Slide the sleeve
Animate SleeveImage xpos 300 Bias 0.2 0.0 0.4
Animate EncodedStatus xpos 300 Bias 0.2 0.0 0.4
Animate ReadyToTurnInStatus xpos 300 Bias 0.2 0.0 0.4
Animate InactiveStatus xpos 300 Bias 0.2 0.0 0.4
// Once the sleeve is off, then "unroll" the paper
FireCommand
0.4 "playsound ui/quest_folder_open_halloween.wav"
RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0.4
RunEventChild TurnInContainer QuestItem_Complete_Expand 0.4
Animate FrontFolderContainer
ypos 240
Gain 0.75 0.4 0.
4
Animate QuestPaperContainer
4 0.4
RunEvent QuestItem_Options_Flash 1
}
event QuestItem_Collapse_Halloween
{
StopEvent QuestItem_Expand_Halloween 0

tall 300

Gain 0.75 0.

// Roll up the paper


Animate FrontFolderContainer
ypos 0 Gain 0.75 0 0.4
Animate QuestPaperContainer
tall 70 Gain 0.75 0 0.4
RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0
RunEventChild TurnInContainer QuestItem_Complete_Collapse 0
RunEventChild FrontFolderContainer
QuestItem_EnableFrontMouse 0
// Put the sleeve back
FireCommand
0.5 "playsound ui/quest_folder_keeper_slide_on_halloween
.wav"
Animate
Animate
Animate
Animate

SleeveImage
xpos 15 Bias 0.8 0.5
ReadyToTurnInStatus xpos 10
Bias 0.8 0.5
InactiveStatus
xpos 10
Bias 0.8 0.5
EncodedStatus
xpos 10
Bias 0.8 0.5

0.2
0.2
0.2
0.2

SetInputEnabled FrontFolderContainer 1 0
}
event QuestItem_Reset_Halloween
{
StopEvent QuestItem_Expand_Halloween 0
SetVisible FrontFolderContainer 1 0
RunEventChild FrontFolderContainer
QuestItem_EnableFrontMouse 0
// Roll
Animate
Animate
Animate
Animate
Animate

up the paper
FrontFolderContainer
QuestPaperContainer
EncodedStatus
ReadyToTurnInStatus
InactiveStatus

ypos 0 Linear 0 0
tall 70 Linear
xpos 10 Bias 0
xpos 10 Bias 0
xpos 10 Bias 0

0 0
0 0
0 0
0 0

// Put the sleeve back


Animate SleeveImage xpos 15
Linear 0 0
SetInputEnabled FrontFolderContainer 1 0
}
//-------------------------------------------------------------------------event QuestItem_Front_Selected
{
StopEvent QuestItem_Front_OtherSelected 0
StopEvent QuestItem_Front_NoneSelected 0
Animate

MainContainer

ypos 0 Gain 0.75 0 0.4

}
event QuestItem_Front_OtherSelected
{
StopEvent QuestItem_Front_Selected 0
StopEvent QuestItem_Front_NoneSelected 0
Animate

MainContainer

5 0 0.4
}
event QuestItem_Front_NoneSelected
{
StopEvent QuestItem_Front_Selected 0
StopEvent QuestItem_Front_OtherSelected 0

ypos 300

Gain 0.7

Animate

MainContainer

ypos 120

Gain 0.7

5 0 0.4
}
//-------------------------------------------------------------------------event QuestItem_Back_Selected
{
StopEvent QuestItem_Back_OtherSelected 0
StopEvent QuestItem_Back_NoneSelected 0
Animate

MainContainer

ypos 0 Gain 0.75 0 0.4

}
event QuestItem_Back_OtherSelected
{
StopEvent QuestItem_Back_Selected 0
StopEvent QuestItem_Back_NoneSelected 0
Animate

MainContainer

ypos 300

Gain 0.7

ypos 0

Gain 0.7

5 0 0.8
}
event QuestItem_Back_NoneSelected
{
StopEvent QuestItem_Back_Selected 0
StopEvent QuestItem_Back_OtherSelected 0
Animate

MainContainer

5 0 0.4
}
//-------------------------------------------------------------------------event QuestItem_Highlight_On_Halloween
{
SetVisible GlowImage 1 0
Animate GlowImage Alpha 255 Bias 0.8 0 0.2
}
event QuestItem_Highlight_Off_Halloween
{
Animate GlowImage Alpha 0 Bias 0.8 0 0.2
}
//

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