382 lines
12 KiB
Plaintext
382 lines
12 KiB
Plaintext
//
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// ToonHUD animations
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//
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event Hitmarker
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{
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// Team colored hitmarker
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//# Animate Hitmarker Alpha "255" Linear 0.0 0.0 // tcHitmarker start
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//# Animate Hitmarker Alpha "0" Linear 0.0 0.95 // tcHitmarker end
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Animate Crosshair1 Alpha "255" Linear 0.0 0.0 // CrosshairHitmarker1 start
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Animate Crosshair1 Alpha "255" Linear 0.0 0.750 // CrosshairHitmarker1 end
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Animate Crosshair2 Alpha "255" Linear 0.0 0.0 // CrosshairHitmarker2 start
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Animate Crosshair2 Alpha "0" Linear 0.0 0.700 // CrosshairHitmarker2 end
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//# Animate Crosshair3 Alpha "255" Linear 0.0 0.0 // CrosshairHitmarker3 start
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//# Animate Crosshair3 Alpha "255" Linear 0.0 0.950 // CrosshairHitmarker3 end
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}
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//===========================================
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event HudHealthBonusPulse
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{
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Animate G_PlayerStatusHealthValue FgColor "G_OverHeal" Linear 0.0 0.0
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Animate PlayerStatusHealthBonusImageBG Alpha "150" Linear 0.0 0.5
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Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.2
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Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.2 0.4
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RunEvent HudHealthBonusPulseLoop 0.4
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}
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event HudHealthBonusPulseStop
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{
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StopEvent HudHealthBonusPulse 0.0
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StopEvent HudHealthBonusPulseLoop 0.0
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Animate PlayerStatusHealthBonusImageBG Alpha "0" Linear 0.0 0.0
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Animate G_PlayerStatusHealthValue FgColor "G_HealthValue" Linear 0.0 0.0
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}
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//===========================================
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event HudHealthDyingPulse
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{
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Animate G_PlayerStatusHealthValue FgColor "G_LowHealthValue" Linear 0.0 0.0
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Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.2
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Animate PlayerStatusHealthBonusImage Alpha "50" Linear 0.2 0.4
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RunEvent HudHealthDyingPulseLoop 0.4
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}
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event HudHealthDyingPulseStop
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{
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Animate G_PlayerStatusHealthValue FgColor "G_HealthValue" Linear 0.0 0.0
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StopEvent HudHealthDyingPulse 0.0
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StopEvent HudHealthDyingPulseLoop 0.0
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}
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//===========================================
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event HudLowAmmoPulse
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{
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Animate AmmoInClip fgcolor "G_LowAmmo" Linear 0.0 0.0
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Animate AmmoInReserve fgcolor "G_LowAmmo" Linear 0.0 0.0
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Animate AmmoNoClip fgcolor "G_LowAmmo" Linear 0.0 0.0
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Animate AmmoInClip fgcolor "G_AmmoClipValue" Linear 0.5 0.3
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Animate AmmoInReserve fgcolor "G_AmmoReserveValue" Linear 0.5 0.3
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Animate AmmoNoClip fgcolor "G_AmmoClipValue" Linear 0.5 0.3
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Animate AmmoInClip fgcolor "G_LowAmmo" Linear 1.3 0.3
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Animate AmmoInReserve fgcolor "G_LowAmmo" Linear 1.3 0.3
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Animate AmmoNoClip fgcolor "G_LowAmmo" Linear 1.3 0.3
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RunEvent HudLowAmmoPulseLoop 1.6
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}
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event HudLowAmmoPulseStop
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{
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Animate AmmoInClip fgcolor "G_AmmoClipValue" Linear 0.0 0.0
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Animate AmmoInReserve fgcolor "G_AmmoReserveValue" Linear 0.0 0.0
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Animate AmmoNoClip fgcolor "G_AmmoClipValue" Linear 0.0 0.0
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StopEvent HudLowAmmoPulse 0.0
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StopEvent HudLowAmmoPulseLoop 0.0
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}
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//===========================================
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event HudSpyDisguiseChanged
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{
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// Animate PlayerStatusSpyOutlineImage Alpha "255" Linear 0.0 0.2
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// Animate PlayerStatusSpyOutlineImage Position "c-200 c-200" Linear 0.0 0.2
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// Animate PlayerStatusSpyOutlineImage Size "400 400" Linear 0.0 0.2
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// RunEvent HudSpyDisguiseHide 0.5
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}
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event HudSpyDisguiseHide
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{
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// Animate PlayerStatusSpyOutlineImage Position "140 r0" Linear 0.0 0.2
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// Animate PlayerStatusSpyOutlineImage Size "0 0" Linear 0.0 0.2
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// Animate PlayerStatusSpyOutlineImage Alpha "0" Linear 0.2 0.1
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}
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event HudSpyDisguiseFadeIn
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{
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// RunEvent HudSpyDisguiseChanged 0
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Animate PlayerStatusSpyImage Alpha "255" Linear 0.0 0.0
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Animate classmodelpanel xpos "0" Linear 0.0 0.0
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Animate classmodelpanel ypos "r200" Linear 0.0 0.0
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Animate PlayerStatusClassImage xpos "0" Linear 0.0 0.0
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Animate PlayerStatusClassImage ypos "r50" Linear 0.0 0.0
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}
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event HudSpyDisguiseFadeOut
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{
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// RunEvent HudSpyDisguiseChanged 0
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Animate PlayerStatusSpyImage Alpha "0" Linear 0.0 0.0
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Animate classmodelpanel xpos "-9999" Linear 0.0 0.0
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Animate classmodelpanel ypos "r0" Linear 0.0 0.0
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Animate PlayerStatusClassImage xpos "-9999" Linear 0.0 0.0
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Animate PlayerStatusClassImage ypos "r0" Linear 0.0 0.0
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}
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//===========================================
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event HudSnapShotReminderIn
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{
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Animate ScreenshotPanel Position "c-83 -50" Linear 0.0 0.001
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Animate ScreenshotPanel Position "c-83 -50" Spline 0.001 0.2
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// Fix for lingering HUD animations
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RunEvent HudHealthDyingPulseStop 10.0
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RunEvent HudHealthBonusPulseStop 10.0
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RunEvent HudLowAmmoPulseStop 10.0
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RunEvent HudMedicChargedStop 10.0
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}
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event HudReplayReminderIn // Places the replay reminder in the same place as the snapshot reminder
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{
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Animate ReplayReminder Position "c-83 -50" Linear 0.0 0.001
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Animate ReplayReminder Position "c-83 -50" Spline 0.001 0.2
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}
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event HudReplayReminderIn2 // Puts the panel below the snapshot panel
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{
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Animate ReplayReminder Position "c-83 -50" Linear 0.0 0.001
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Animate ReplayReminder Position "c-83 -50" Spline 0.001 0.2
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}
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event HudReplayTipIn
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{
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Animate ReplayTip Position "10 -100" Linear 0.0 0.001
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Animate ReplayTip Position "10 -100" Spline 0.001 0.1
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}
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event HudReplayTipOut
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{
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Animate ReplayTip Position "10 -100" Linear 0.0 0.001
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Animate ReplayTip Position "10 -100" Spline 0.001 0.1
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}
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event HudTournamentSetupPanelOpen
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{
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Animate HudTournamentSetup Position "c-90 -70" Linear 0.0 0.001
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Animate HudTournamentSetup Position "c-90 80" Spline 0.001 0.2
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}
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event HudTournamentSetupPanelClose
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{
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Animate HudTournamentSetup Position "c-90 80" Linear 0.0 0.001
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Animate HudTournamentSetup Position "c-90 -70" Spline 0.001 0.2
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}
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//====================================
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// Flash the medic charge hud when we have full charge
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event UberchargeBg
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{
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Animate UberchargeBg bgcolor "G_Heal" Linear 0.0 0.3
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Animate UberchargeBg bgcolor "G_CenteredUberchargeBg" Linear 1.0 0.3
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Animate UberchargeReady Alpha "255" Linear 0.0 0.2
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Animate UberchargeReady FgColor "G_Heal" Linear 0.2 0.2
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Animate UberchargeReady FgColor "G_White" Linear 0.5 0.2
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Animate UberchargeReady Alpha "0" Linear 0.7 0.2
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}
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event HudMedicChargedBlink
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{
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Animate ChargeMeter FgColor "G_White" Linear 0.0 0.45
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Animate ChargeMeter1 FgColor "G_White" Linear 0.0 0.2
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Animate ChargeMeter2 FgColor "G_White" Linear 0.1 0.2
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Animate ChargeMeter3 FgColor "G_White" Linear 0.2 0.2
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Animate ChargeMeter4 FgColor "G_White" Linear 0.3 0.2
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Animate ChargeMeter FgColor "G_Heal" Linear 0.45 0.45
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Animate ChargeMeter1 FgColor "G_Heal" Linear 0.4 0.2
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Animate ChargeMeter2 FgColor "G_Heal" Linear 0.5 0.2
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Animate ChargeMeter3 FgColor "G_Heal" Linear 0.6 0.2
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Animate ChargeMeter4 FgColor "G_Heal" Linear 0.7 0.2
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RunEvent HudMedicChargedLoop 0.9
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}
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event HudMedicCharged
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{
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RunEvent UberchargeBg 0.0
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RunEvent HudMedicChargedBlink 0.0
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}
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event HudMedicChargedLoop
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{
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RunEvent HudMedicChargedBlink 0.0
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}
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event HudMedicChargedStop
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{
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StopEvent HudMedicCharged 0.0
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StopEvent HudMedicChargedLoop 0.0
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StopEvent HudMedicChargedBlink 0.0
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Animate ChargeMeter FgColor "G_White" Linear 0.0 0.45
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Animate ChargeMeter1 FgColor "G_White" Linear 0.0 0.2
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Animate ChargeMeter2 FgColor "G_White" Linear 0.0 0.2
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Animate ChargeMeter3 FgColor "G_White" Linear 0.0 0.2
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Animate ChargeMeter4 FgColor "G_White" Linear 0.0 0.2
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}
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//===========================================
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event ActiveTimerHighlight
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{
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Animate TimePanelValue FgColor "255 255 255 255" Linear 0.1 0.1
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Animate TimePanelValue FgColor "255 255 255 100" Linear 0.3 0.1
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Animate TimePanelValue FgColor "255 255 255 255" Linear 0.5 0.1
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Animate TimePanelValue FgColor "255 255 255 100" Linear 0.7 0.1
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Animate TimePanelValue FgColor "255 255 255 255" Linear 0.9 0.1
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Animate TimePanelValue FgColor "255 255 255 100" Linear 1.1 0.1
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Animate TimePanelValue FgColor "255 255 255 255" Linear 1.3 0.3
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}
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event ActiveTimerDim
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{
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// Slow fade out
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Animate TimePanelValue FgColor "255 255 255 100" Linear 0.0 0.4
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}
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//===========================================
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event HasMOTDBlink
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{
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Animate MOTD_ShowButtonPanel_SB Ypos "-1" Linear 0.0 0.05
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Animate MOTD_ShowButtonPanel_SB Ypos "0" Linear 0.05 0.1
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Animate MOTD_ShowButtonPanel_SB Ypos "-1" Linear 0.4 0.45
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Animate MOTD_ShowButtonPanel_SB Ypos "0" Linear 0.45 0.5
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Animate MOTD_ShowButtonPanel_SB Ypos "-1" Linear 0.8 0.85
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Animate MOTD_ShowButtonPanel_SB Ypos "0" Linear 0.85 0.9
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RunEvent HasMOTDBlinkLoop 2.0
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}
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event HasMOTDBlinkLoop
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{
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RunEvent HasMOTDBlink 0.0
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}
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event HasMOTDBlinkStop
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{
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StopEvent HasMOTDBlink 0.0
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StopEvent HasMOTDBlinkLoop 0.0
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Animate MOTD_ShowButtonPanel_SB Ypos "0" Linear 0.0 0.05
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}
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//===========================================
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event HasNotificationsBlink
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{
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Animate Notifications_ShowButtonPanel_SB Ypos "0" Linear 0.0 0.3
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Animate Notifications_CountLabel Xpos "0" Linear 0.3 0.2
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Animate Notifications_CountLabel Alpha "255" Linear 0.3 0.2
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}
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event HasNotificationsBlinkStop
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{
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StopEvent HasNotificationsBlink 0.0
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StopEvent HasNotificationsBlinkLoop 0.0
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Animate Notifications_CountLabel Xpos "16" Linear 0.0 0.0
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Animate Notifications_CountLabel Alpha "0" Linear 0.0 0.0
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Animate Notifications_ShowButtonPanel_SB Ypos "-26" Linear 0.0 0.0
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}
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//===========================================
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event DamagedPlayer
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{
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StopEvent HitMarker 0.0
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RunEvent HitMarker 0.01
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}
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//===========================================
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event HudReadyPulse
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{
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Animate TournamentInstructionsLabel Alpha "255" Linear 0.0 0.1
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Animate TournamentInstructionsLabelShadow Alpha "255" Linear 0.0 0.1
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Animate TournamentInstructionsLabel FgColor "G_White" Linear 0.0 0.1
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Animate TournamentInstructionsLabel FgColor "RedSolid" Linear 0.3 0.4
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RunEvent HudReadyPulseLoop 0.5
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}
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event HudReadyPulseEnd
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{
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Animate TournamentInstructionsLabel FgColor "G_White" Linear 0.0 0.1
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Animate TournamentInstructionsLabel Alpha "0" Linear 0.0 0.1
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Animate TournamentInstructionsLabelShadow Alpha "0" Linear 0.0 0.1
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StopEvent HudReadyPulse 0.0
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StopEvent HudReadyPulseLoop 0.0
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}
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// Robot Destruction
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event RDPositiveScorePulse
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{
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Animate Score FgColor "25 255 25 255" Linear 0.0 0.0
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Animate Score FgColor "G_White" Linear 0.1 0.2
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Animate Score Ypos "8" Deaccel 0.0 0.05
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Animate Score Ypos "10" Accel 0.05 0.2
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Animate ScoreShadow FgColor "0 0 0 200" Deaccel 0.0 0.05
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Animate ScoreShadow FgColor "0 0 0 255" Accel 0.1 0.2
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}
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event RDNegativeScorePulse
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{
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Animate Score FgColor "255 75 75 255" Linear 0.0 0.0
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Animate Score FgColor "G_White" Linear 0.1 0.2
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Animate Score Ypos "8" Deaccel 0.0 0.05
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Animate Score Ypos "10" Accel 0.05 0.2
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Animate ScoreShadow FgColor "0 0 0 200" Deaccel 0.0 0.05
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Animate ScoreShadow FgColor "0 0 0 255" Accel 0.1 0.2
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}
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//===========================================
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// Do not move chat window
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event CompetitiveGame_LowerChatWindow { }
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event CompetitiveGame_RestoreChatWindow { }
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event HudTournament_MoveChatWindow { }
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//===========================================
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event HudTournament_ShowTimerCompetitive
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{
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Animate CountdownLabel ypos 90 Linear 0 0
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Animate CountdownLabelShadow ypos 91 Linear 0 0
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SetVisible CountdownBG 1 0
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SetVisible CountdownLabel 1 0
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SetVisible CountdownLabelShadow 1 0
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}
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event HudTournament_ShowTimerDefault
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{
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Animate CountdownLabel ypos 123 Linear 0 0
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Animate CountdownLabelShadow ypos 124 Linear 0 0
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SetVisible CountdownBG 1 0
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SetVisible CountdownLabel 1 0
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SetVisible CountdownLabelShadow 1 0
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}
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