Académique Documents
Professionnel Documents
Culture Documents
//
//
// 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
"128"
Linear 0
.0 0.1
.0 0.1
//Animate HudWeaponSelection TextColor "BrightFg"
Animate HudWeaponSelection TextScan
"1"
.0 0.1
}
event CloseWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu
StopEvent WeaponPickup
0.0
0.0
"128"
Linear 0
.0 0.1
.0 0.1
//Animate HudWeaponSelection TextColor "BrightFg"
Animate HudWeaponSelection TextScan
"1"
.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
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
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
}
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
}
// 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"
//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
Animate HudAccount
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
Animate HudAccount
001
}
event AccountMoneyInvisible
{
Animate HudAccount
Animate HudAccount
}
//===========================================
event FlagOutlineHide
{
Animate OutlineImage
Linear 0.0 0.1
}
Alpha
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
"c-50 r137"
Linear 0
"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
//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
FgColor
"black"
//UberColorLine1
Animate ChargeMeter
//UberColorLine2
Animate ChargeMeter
lorLine3
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
FgColor
//====================================
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
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
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"
Animate continue
Animate continue
Alpha
Alpha
"255"
"0"
Animate continue
Animate continue
Alpha
Alpha
"255"
"0"
Animate continue
Alpha
"255"
.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"
}
//===========================================
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"
Alpha
"0"
Alpha
"0"
Linear 1
"255"
"0"
//===========================================
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
"0 0 0 200"
"0 0 0 255"
}
event RDNegativeScorePulse
{
Animate Score FgColor
Animate Score FgColor
"255 75 75 255"
"TanLight"
"0 0 0 200"
"0 0 0 255"
}
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
0.4
"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
0.1
}
event ItemCard_ShowCloseButton
{
Animate CloseButton Position
"-8 -68"
Deaccel 0
0.3
"-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
Accel 0 0
"0 60" Deaccel 0
Position
0.3
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
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
}
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
}
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
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
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
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
{
tall 300
Gain 0.75 0.
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
MainContainer
}
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
}
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
}
//