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@mstan
Created October 30, 2015 03:00
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// sample animation script
//
//
// commands:
// Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
// variables:
// FgColor
// BgColor
// Position
// Size
// Blur (hud panels only)
// TextColor (hud panels only)
// Ammo2Color (hud panels only)
// Alpha (hud weapon selection only)
// SelectionAlpha (hud weapon selection only)
// TextScan (hud weapon selection only)
//
// interpolator:
// Linear
// Accel - starts moving slow, ends fast
// Deaccel - starts moving fast, ends slow
// Spline - simple ease in/out curve
// Pulse - < freq > over the duration, the value is pulsed (cosine) freq times ending at the dest value (assuming freq is integral)
// Flicker - < randomness factor 0.0 to 1.0 > over duration, each frame if random # is less than factor, use end value, otherwise use prev value
//
// RunEvent <event name> <start time>
// starts another even running at the specified time
//
// StopEvent <event name> <start time>
// stops another event that is current running at the specified time
//
// StopAnimation <panel name> <variable> <start time>
// stops all animations refering to the specified variable in the specified panel
//
// StopPanelAnimations <panel name> <start time>
// stops all active animations operating on the specified panel
//
// SetFont <panel name> <fontparameter> <fontname from scheme> <set time>
//
// SetTexture <panel name> <textureidname> <texturefilename> <set time>
//
// SetString <panel name> <string varname> <stringvalue> <set time>
event LevelInit
{
}
event OpenWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu 0.0
StopEvent WeaponPickup 0.0
// make the display visible
Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1
Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1
//Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1
Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1
}
event CloseWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu 0.0
StopEvent WeaponPickup 0.0
// make the display visible
Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1
Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1
//Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1
Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1
}
event MenuOpen
{
StopEvent MenuClose 0.0
// fade in
Animate HudMenu Alpha "255" Linear 0.0 0.1
Animate HudMenu SelectionAlpha "255" Linear 0.0 0.1
Animate HudMenu FgColor "FgColor" Linear 0.0 0.1
Animate HudMenu MenuColor "MenuColor" Linear 0.0 0.1
Animate HudMenu ItemColor "ItemColor" Linear 0.0 0.1
Animate HudMenu TextScan "1" Linear 0.0 0.1
// Undo any blur
Animate HudMenu Blur "1" Linear 0.0 0.01
}
event MenuClose
{
// Hide it
Animate HudMenu Alpha "0" Linear 0.0 1
Animate HudMenu SelectionAlpha "0" Linear 0.0 1
Animate HudMenu FgColor "0 0 0 0" Linear 0.0 1
Animate HudMenu MenuColor "0 0 0 0" Linear 0.0 1
Animate HudMenu ItemColor "0 0 0 0" Linear 0.0 1
}
event MenuPulse
{
Animate HudMenu Blur "7" Linear 0.0 0.1
Animate HudMenu Blur "2" Deaccel 0.1 0.1
Animate HudMenu Blur "7" Linear 0.2 0.1
Animate HudMenu Blur "2" Deaccel 0.3 0.1
Animate HudMenu Blur "7" Linear 0.4 0.1
Animate HudMenu Blur "2" Deaccel 0.5 0.1
Animate HudMenu Blur "1" Deaccel 0.6 0.4
}
event TimerIncrement
{
Animate HudTimer Blur "7" Linear 0.0 0.1
Animate HudTimer Blur "2" Deaccel 0.1 0.8
Animate HudTimer Blur "0" Deaccel 1.1 1.5
}
event TimerDecrement
{
Animate HudTimer Blur "7" Linear 0.0 0.1
Animate HudTimer Blur "2" Deaccel 0.1 0.8
Animate HudTimer Blur "0" Deaccel 1.1 1.5
}
event ResourceIncrement
{
Animate HudResources Blur "3" Linear 0.0 0.0
Animate HudResources PulseAmount "0" Linear 0.0 0.01
Animate HudResources Blur "1" Deaccel 0.1 1.5
Animate HudResources PulseAmount "1" Linear 0.1 2
Animate HudResources PulseAmount "0" Linear 2 2
}
event ResourceDecrement
{
Animate HudResources Blur "7" Linear 0.0 0.0
Animate HudResources PulseAmount "0" Linear 0.0 0.01
Animate HudResources Blur "1" Deaccel 0.1 1.5
Animate HudResources PulseAmount "1" Linear 0.1 2
Animate HudResources PulseAmount "0" Linear 2 2
}
event ResourcePickup
{
Animate HudResourcesPickup Alpha "255" Linear 0 0
Animate HudResourcesPickup Position "80 r40" Linear 0 0
Animate HudResourcesPickup Position "80 r120" Deaccel 0 1
Animate HudResourcesPickup Blur "7" Deaccel 0 0.2
Animate HudResourcesPickup Alpha "0" Deaccel .8 0.2
Animate HudResourcesPickup Blur "1" Deaccel 0.2 0.3
}
event HintMessageShow
{
Animate HudHintDisplay HintSize "1" Deaccel 0.0 0.3
Animate HudHintDisplay FgColor "FgColor" Linear 0.4 0.4
// flash text
Animate HudHintDisplay FgColor "FgColor" Linear 1.5 0.01
Animate HudHintDisplay FgColor "255 220 0 255" Linear 2.0 0.2
Animate HudHintDisplay FgColor "FgColor" Linear 2.2 0.2
Animate HudHintDisplay FgColor "255 220 0 255" Linear 3.0 0.2
Animate HudHintDisplay FgColor "FgColor" Linear 3.2 0.2
// hide the panel after a while
Animate HudHintDisplay FgColor "255 220 0 0" Linear 10.0 0.2
Animate HudHintDisplay HintSize "0" Deaccel 10.2 0.3
}
event HintMessageHide
{
Animate HudHintDisplay FgColor "255 220 0 0" Linear 0.0 0.2
Animate HudHintDisplay HintSize "0" Deaccel 0.2 0.3
}
event KeyHintMessageShow
{
// show the hints
Animate HudHintKeyDisplay Alpha 255 Linear 0.0 0.5
// flash text
Animate HudHintKeyDisplay FgColor "FgColor" Linear 0.0 0.01
Animate HudHintKeyDisplay FgColor "255 220 0 255" Linear 0.5 0.2
Animate HudHintKeyDisplay FgColor "FgColor" Linear 0.7 0.2
Animate HudHintKeyDisplay FgColor "255 220 0 255" Linear 1.5 0.2
Animate HudHintKeyDisplay FgColor "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 Alpha "255" Linear 0.0 0.2
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.2 0.4
RunEvent HudHealthBonusPulseLoop 0.4
}
// call to loop HudHealthBonusPulse
event HudHealthBonusPulseLoop
{
RunEvent HudHealthBonusPulse 0.0
}
event HudHealthBonusPulseStop
{
StopEvent HudHealthBonusPulse 0.0
StopEvent HudHealthBonusPulseLoop 0.0
}
//===========================================
//Health Dying Pulse
event HudHealthDyingPulse
{
Animate PlayerStatusHealthBonusImage Alpha "255" Linear 0.0 0.075
Animate PlayerStatusHealthBonusImage Alpha "0" Linear 0.125 0.075
RunEvent HudHealthDyingPulseLoop 0.25
}
// call to loop HudHealthDyingPulse
event HudHealthDyingPulseLoop
{
RunEvent HudHealthDyingPulse 0.0
}
event HudHealthDyingPulseStop
{
StopEvent HudHealthDyingPulse 0.0
StopEvent HudHealthDyingPulseLoop 0.0
}
//===========================================
event HudLowAmmoPulse
{
Animate HudWeaponLowAmmoImage Alpha "255" Linear 0.0 0.075
Animate HudWeaponLowAmmoImage Alpha "0" Linear 0.125 0.075
RunEvent HudLowAmmoPulseLoop 0.25
}
// call to loop HudLowAmmoPulse
event HudLowAmmoPulseLoop
{
RunEvent HudLowAmmoPulse 0.0
}
event HudLowAmmoPulseStop
{
StopEvent HudLowAmmoPulse 0.0
StopEvent HudLowAmmoPulseLoop 0.0
}
//===========================================
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 0.0001
Animate HudAccount Ammo2Color "0 0 0 0" Accel 0.0 3.0
}
//activecolor - instantly turn green, fade back to yellow
event AccountMoneyAdded
{
Animate HudAccount FgColor "HudIcon_Green" Linear 0.0 0.0001
Animate HudAccount FgColor "OrangeDim" Accel 0.0 3.0
Animate HudAccount Ammo2Color "HudIcon_Green" Accel 0.0 0.0001
Animate HudAccount Ammo2Color "0 0 0 0" Accel 0.0 3.0
}
event AccountMoneyInvisible
{
Animate HudAccount FgColor "OrangeDim" Accel 0.0 0.0001
Animate HudAccount Ammo2Color "0 0 0 0" Accel 0.0 0.0001
}
//===========================================
event FlagOutlineHide
{
Animate OutlineImage Alpha "0" Linear 0.0 0.1
}
// Local player flag pickup/drop
event FlagOutline
{
RunEvent FlagOutlineHide 0.0
Animate OutlineImage Alpha "255" Linear 0.1 0.2
Animate OutlineImage Position "c-200 140" Linear 0.1 0.2
Animate OutlineImage Size "400 200" Linear 0.1 0.2
Animate OutlineImage Position "c-50 r137" Linear 0.7 0.2 [$WIN32]
Animate OutlineImage Position "c-50 r158" Linear 0.7 0.2 [$X360]
Animate OutlineImage Size "100 50" Linear 0.7 0.2
Animate OutlineImage Alpha "0" Linear 0.9 0.1
}
//===========================================
// Spy Disguise
event HudSpyDisguiseChanged
{
Animate PlayerStatusSpyOutlineImage Alpha "255" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Position "c-200 c-200" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Size "400 400" Linear 0.0 0.2
RunEvent HudSpyDisguiseHide 0.7
}
event HudSpyDisguiseHide
{
Animate PlayerStatusSpyOutlineImage Position "3 413" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Size "55 55" Linear 0.0 0.2
Animate PlayerStatusSpyOutlineImage Alpha "0" Linear 0.2 0.1
}
event HudSpyDisguiseFadeIn
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage Alpha "255" Linear 0.9 0.1
}
event HudSpyDisguiseFadeOut
{
RunEvent HudSpyDisguiseChanged 0
Animate PlayerStatusSpyImage Alpha "0" Linear 0.9 0.1
}
//===========================================
// Show the Overtime panel
event OvertimeShow
{
Animate OvertimeLabel Alpha "255" Linear 0.0 0.1
Animate OvertimeBG Alpha "255" Linear 0.0 0.1
}
event HudSnapShotReminderIn
{
Animate ScreenshotPanel Position "c-83 -50" Linear 0.0 0.001
Animate ScreenshotPanel Position "c-83 13" Spline 0.001 0.2
}
event HudReplayReminderIn // Places the replay reminder in the same place as the snapshot reminder
{
Animate ReplayReminder Position "c-83 -50" Linear 0.0 0.001
Animate ReplayReminder Position "c-83 13" Spline 0.001 0.2
}
event HudReplayReminderIn2 // Puts the panel below the snapshot panel
{
Animate ReplayReminder Position "c-83 -50" Linear 0.0 0.001
Animate ReplayReminder Position "c-83 53" Spline 0.001 0.2
}
event HudReplayTipIn
{
Animate ReplayTip Position "10 -100" Linear 0.0 0.001
Animate ReplayTip Position "10 6" Spline 0.001 0.1
}
event HudReplayTipOut
{
Animate ReplayTip Position "10 6" Linear 0.0 0.001
Animate ReplayTip Position "10 -100" Spline 0.001 0.1
}
event HudTournamentSetupPanelOpen
{
Animate HudTournamentSetup Position "c-90 -63" Linear 0.0 0.001
Animate HudTournamentSetup Position "c-90 63" Spline 0.001 0.2
}
event HudTournamentSetupPanelClose
{
Animate HudTournamentSetup Position "c-90 63" Linear 0.0 0.001
Animate HudTournamentSetup Position "c-90 -63" Spline 0.001 0.2
}
//====================================
// Flash the medic charge hud when we have full charge
event HudMedicCharged
{
Animate ChargeLabel FgColor "ForTesting_Magenta" Linear 0.0 0.1
Animate ChargeLabel FgColor "100 0 100 255" Linear 0.3 0.4
Animate ChargeLabelShadow FgColor "Black" Linear 0.0 0.1
Animate ChargeLabelShadow FgColor "20 20 20 255" Linear 0.3 0.4
Animate ChargeMeter FgColor "ForTesting_Magenta" Linear 0.0 0.1
Animate ChargeMeter FgColor "100 0 100 255" Linear 0.3 0.4
Animate ChargeLabelSmall FgColor "ForTesting_Magenta" Linear 0.0 0.1
Animate ChargeLabelSmall FgColor "255 150 255 255" Linear 0.3 0.4
RunEvent HudMedicChargedLoop 0.6
}
// call to loop HudHealthBonusPulse
event HudMedicChargedLoop
{
RunEvent HudMedicCharged 0.0
}
event HudMedicChargedStop
{
StopEvent HudMedicCharged 0.0
StopEvent HudMedicChargedLoop 0.0
Animate ChargeLabel FgColor "TanLight" Linear 0.0 0.0001
Animate ChargeLabelShadow FgColor "Black" Linear 0.3 0.0001
Animate ChargeMeter FgColor "TanLight" Linear 0.0 0.0001
Animate ChargeLabelSmall FgColor "TanLight" Linear 0.0 0.0001
}
//====================================
event VideoCaptionFadeIn
{
Animate VideoCaption Alpha "255" Linear 0.0 0.1
}
event VideoCaptionFadeOut
{
Animate VideoCaption Alpha "0" Linear 0.0 0.1
}
//====================================
// arena
event ArenaVsPanelOnShow
{
Animate bluepanel Position "-200 50" Linear 0.0 0.001
Animate redpanel Position "r-200 140" Linear 0.0 0.001
Animate vslabel Alpha "0" Linear 0.0 0.001
RunEvent ArenaVsPanelSlideIn 1.0
RunEvent ArenaVsPanelSlideOut 4.8
}
event ArenaVsPanelSlideIn
{
Animate bluepanel Position "c-100 50" Spline 0.0 0.2
Animate redpanel Position "c-100 140" Spline 0.0 0.2
Animate vslabel Alpha "255" Linear 0.15 0.2
}
event ArenaVsPanelSlideOut
{
Animate bluepanel Position "-200 50" Spline 0.0 0.2
Animate redpanel Position "r-200 140" Spline 0.0 0.2
Animate vslabel Alpha "0" Linear 0.0 0.05
}
//===========================================
//Cart Alarm Pulse
event HudCartAlarmPulse
{
Animate EscortItemImageAlert Alpha "160" Linear 0.0 0.3
Animate EscortItemImageAlert Alpha "0" Linear 0.6 0.3
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 Alpha "0" Linear 0.1 0.1
Animate ActiveTimerBG Alpha "255" Linear 0.3 0.1
Animate ActiveTimerBG Alpha "0" Linear 0.5 0.1
Animate ActiveTimerBG Alpha "255" Linear 0.7 0.1
Animate ActiveTimerBG Alpha "0" Linear 0.9 0.1
Animate ActiveTimerBG Alpha "255" Linear 1.1 0.1
}
//===========================================
event TeamsFullArrowAnimate
{
Animate TeamsFullArrow Position "c-118 165" Linear 0 0
Animate TeamsFullArrow Position "c-118 180" Linear 0 0.4
Animate TeamsFullArrow Position "c-118 165" Linear 0.4 0.4
RunEvent TeamsFullArrowAnimateLoop 0.8
}
event TeamsFullArrowAnimateLoop
{
RunEvent TeamsFullArrowAnimate 0.0
}
event TeamsFullArrowAnimateEnd
{
StopEvent TeamsFullArrowAnimate 0.0
StopEvent TeamsFullArrowAnimateLoop 0.0
}
//===========================================
event TrainingHudBounce
{
Animate ObjectiveStatusTraining Position "c-160 r187" Linear 0 0
Animate ObjectiveStatusTraining Position "c-160 r127" Bounce 0.0 2.0
}
event TrainingPressSpacebarBlink
{
Animate PressSpacebarToContinue Alpha "255" Linear 0.0 0.1
Animate PressSpacebarToContinue Alpha "0" Linear 0.2 0.1
Animate PressSpacebarToContinue Alpha "255" Linear 0.4 0.1
Animate PressSpacebarToContinue Alpha "0" Linear 0.6 0.1
Animate PressSpacebarToContinue Alpha "255" Linear 0.8 0.1
Animate PressSpacebarToContinue Alpha "0" Linear 1.0 0.1
Animate PressSpacebarToContinue Alpha "255" Linear 1.2 0.1
RunEvent TrainingPressSpacebarBlinkLoop 3.0
}
event TrainingPressSpacebarBlinkLoop
{
RunEvent TrainingPressSpacebarBlink 0.0
}
event TrainingPressSpacebarBlinkStop
{
StopEvent TrainingPressSpacebarBlink 0.0
StopEvent TrainingPressSpacebarBlinkLoop 0.0
}
//===========================================
event IntroMovieContinueBlink
{
Animate continue Alpha "255" Linear 0.0 0.1
Animate continue Alpha "0" Linear 0.2 0.1
Animate continue Alpha "255" Linear 0.4 0.1
Animate continue Alpha "0" Linear 0.6 0.1
Animate continue Alpha "255" Linear 0.8 0.1
Animate continue Alpha "0" Linear 1.0 0.1
Animate continue Alpha "255" Linear 1.2 0.1
RunEvent IntroMovieContinueBlinkLoop 2.0
}
event IntroMovieContinueBlinkLoop
{
RunEvent IntroMovieContinueBlink 0.0
}
event IntroMovieContinueBlinkStop
{
StopEvent IntroMovieContinueBlink 0.0
StopEvent IntroMovieContinueBlinkLoop 0.0
}
//===========================================
event HasMOTDBlink
{
Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1
Animate MOTD_ShowButtonPanel_SB Alpha "0" Linear 0.2 0.1
Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.4 0.1
Animate MOTD_ShowButtonPanel_SB Alpha "0" Linear 0.6 0.1
Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.8 0.1
Animate MOTD_ShowButtonPanel_SB Alpha "0" Linear 1.0 0.1
Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 1.2 0.1
RunEvent HasMOTDBlinkLoop 2.0
}
event HasMOTDBlinkLoop
{
RunEvent HasMOTDBlink 0.0
}
event HasMOTDBlinkStop
{
StopEvent HasMOTDBlink 0.0
StopEvent HasMOTDBlinkLoop 0.0
Animate MOTD_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1
}
//===========================================
event HasNotificationsBlink
{
Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1
Animate Notifications_ShowButtonPanel_SB Alpha "0" Linear 0.2 0.1
Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.4 0.1
Animate Notifications_ShowButtonPanel_SB Alpha "0" Linear 0.6 0.1
Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.8 0.1
Animate Notifications_ShowButtonPanel_SB Alpha "0" Linear 1.0 0.1
Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 1.2 0.1
RunEvent HasNotificationsBlinkLoop 2.0
}
event HasNotificationsBlinkLoop
{
RunEvent HasNotificationsBlink 0.0
}
event HasNotificationsBlinkStop
{
StopEvent HasNotificationsBlink 0.0
StopEvent HasNotificationsBlinkLoop 0.0
Animate Notifications_ShowButtonPanel_SB Alpha "255" Linear 0.0 0.1
}
//===========================================
event AddToCartBlink
{
Animate CartButton BgColor "TanDark" Linear 0.0 0.01
Animate CartButton BgColor "255 150 0 255" Linear 0.1 0.01
Animate CartButton BgColor "TanDark" Linear 0.2 0.01
Animate CartButton BgColor "255 150 0 255" Linear 0.3 0.01
Animate CartButton BgColor "TanDark" Linear 0.4 0.01
Animate CartButton BgColor "255 150 0 255" Linear 0.5 0.01
Animate CartButton BgColor "TanDark" Linear 0.6 0.01
Animate CartButton BgColor "255 150 0 255" Linear 0.7 0.01
Animate CartButton BgColor "TanDark" Linear 0.8 0.01
Animate CartButton BgColor "255 150 0 255" Linear 0.9 0.01
Animate CartButton BgColor "TanDark" Linear 1.0 0.01
}
//===========================================
event NotificationsPresentBlink
{
Animate NotificationsPresentPanel Alpha "255" Linear 0.0 0.1
Animate NotificationsPresentPanel Alpha "0" Linear 0.2 0.1
Animate NotificationsPresentPanel Alpha "255" Linear 0.4 0.1
Animate NotificationsPresentPanel Alpha "0" Linear 0.6 0.1
Animate NotificationsPresentPanel Alpha "255" Linear 0.8 0.1
Animate NotificationsPresentPanel Alpha "0" Linear 1.0 0.1
Animate NotificationsPresentPanel Alpha "255" Linear 1.2 0.1
RunEvent NotificationsPresentBlinkLoop 2.0
}
event NotificationsPresentBlinkLoop
{
RunEvent NotificationsPresentBlink 0.0
}
event NotificationsPresentBlinkStop
{
StopEvent NotificationsPresentBlink 0.0
StopEvent NotificationsPresentBlinkLoop 0.0
Animate NotificationsPresentPanel Alpha "255" Linear 0.0 0.1
}
//===========================================
event DamagedPlayer
{
Animate CODxhairLeftTop FgColor "255 255 255 255" Linear 0.0 0.00001
Animate CODxhairLeftTop FgColor "0 0 0 0" Linear 0.15 0.11
Animate CODxhairLeftBottom FgColor "255 255 255 255" Linear 0.0 0.00001
Animate CODxhairLeftBottom FgColor "0 0 0 0" Linear 0.15 0.1
Animate CODxhairRightTop FgColor "255 255 255 255" Linear 0.0 0.00001
Animate CODxhairRightTop FgColor "0 0 0 0" Linear 0.15 0.1
Animate CODxhairRightBottom FgColor "255 255 255 255" Linear 0.0 0.00001
Animate CODxhairRightBottom FgColor "0 0 0 0" Linear 0.15 0.1
Animate Dot FgColor "255 0 255 255" Linear 0.0 0.00001
Animate Dot FgColor "255 255 255 255" Linear 0.15 0.1
}
//===========================================
event SpyWarningFlash
{
Animate EnemyCountImageBG BgColor "RedSolid" Linear 0.0 0.01
Animate EnemyCountImageBG BgColor "TanLight" Linear 0.21 0.01
RunEvent SpyWarningFlashLoop 0.42
}
event SpyWarningFlashLoop
{
RunEvent SpyWarningFlash 0.0
}
event SpyWarningFlashEnd
{
StopEvent SpyWarningFlash 0.0
StopEvent SpyWarningFlashLoop 0.0
}
event HudReadyPulse
{
Animate TournamentInstructionsLabel FgColor "TanLight" Linear 0.0 0.1
Animate TournamentInstructionsLabel FgColor "RedSolid" Linear 0.3 0.4
RunEvent HudReadyPulseLoop 0.5
}
event HudReadyPulseLoop
{
RunEvent HudReadyPulse 0.0
}
event HudReadyPulseEnd
{
Animate TournamentInstructionsLabel FgColor "TanLight" Linear 0.0 0.1
StopEvent HudReadyPulse 0.0
StopEvent HudReadyPulseLoop 0.0
}
// Respec in Win
event RespecEarnedPulse
{
Animate RespecTextLabelWin FgColor "TanLight" Linear 0.0 0.1
Animate RespecTextLabelWin FgColor "RedSolid" Linear 0.3 0.4
RunEvent RespecEarnedPulseLoop 0.5
}
event RespecEarnedPulseLoop
{
RunEvent RespecEarnedPulse 0.0
}
event RespecEarnedPulseEnd
{
Animate RespecTextLabelWin FgColor "TanLight" Linear 0.0 0.1
StopEvent RespecEarnedPulse 0.0
StopEvent RespecEarnedPulseLoop 0.0
}
// Respec on Loss
event RespecEarnedPulseLoss
{
Animate RespecTextLabelLoss FgColor "TanLight" Linear 0.0 0.1
Animate RespecTextLabelLoss FgColor "RedSolid" Linear 0.3 0.4
RunEvent RespecEarnedPulseLoopLoss 0.5
}
event RespecEarnedPulseLoopLoss
{
RunEvent RespecEarnedPulseLoss 0.0
}
event RespecEarnedPulseEndLoss
{
Animate RespecTextLabelLoss FgColor "TanLight" Linear 0.0 0.1
Animate RespecTextLabelLoss FgColor "TanLight" Linear 0.0 0.1
StopEvent RespecEarnedPulseLoss 0.0
StopEvent RespecEarnedPulseLoopLoss 0.0
}
//MERASMUS SHIT
--------------------------------------------------------------------------
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_Expand
{
Animate FrontFolderContainer ypos 240 Gain 0.75 0 0.4
RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0
RunEventChild TurnInContainer QuestItem_Complete_Expand 0
}
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
}
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
}
//--------------------------------------------------------------------------
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
// 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 tall 300 Gain 0.75 0.4 0.4
SetVisible FrontFolderContainer 0 0.8
}
event QuestItem_Collapse_Halloween
{
StopEvent QuestItem_Expand_Halloween 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 SleeveImage xpos 15 Bias 0.8 0.5 0.2
Animate ReadyToTurnInStatus xpos 10 Bias 0.8 0.5 0.2
Animate InactiveStatus xpos 10 Bias 0.8 0.5 0.2
Animate EncodedStatus xpos 10 Bias 0.8 0.5 0.2
SetVisible FrontFolderContainer 1 0
}
event QuestItem_Reset_Halloween
{
StopEvent QuestItem_Expand_Halloween 0
SetVisible FrontFolderContainer 1 0
RunEventChild FrontFolderContainer QuestItem_EnableFrontMouse 0
// Roll up the paper
Animate FrontFolderContainer ypos 0 Linear 0 0
Animate QuestPaperContainer tall 70 Linear 0 0
Animate EncodedStatus xpos 10 Bias 0 0 0
Animate ReadyToTurnInStatus xpos 10 Bias 0 0 0
Animate InactiveStatus xpos 10 Bias 0 0 0
// Put the sleeve back
Animate SleeveImage xpos 15 Linear 0 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 ypos 300 Gain 0.75 0 0.4
}
event QuestItem_Front_NoneSelected
{
StopEvent QuestItem_Front_Selected 0
StopEvent QuestItem_Front_OtherSelected 0
Animate MainContainer ypos 180 Gain 0.75 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 0.75 0 0.8
}
event QuestItem_Back_NoneSelected
{
StopEvent QuestItem_Back_Selected 0
StopEvent QuestItem_Back_OtherSelected 0
Animate MainContainer ypos 100 Gain 0.75 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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