641 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			641 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// sample animation script
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//
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//
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// commands:
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//	Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
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//		variables:
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//			FgColor
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//			BgColor
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//			Position
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//			Size
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//			Blur		(hud panels only)
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//			TextColor	(hud panels only)
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//			Ammo2Color	(hud panels only)
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//			Alpha		(hud weapon selection only)
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//			SelectionAlpha  (hud weapon selection only)
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//			TextScan	(hud weapon selection only)
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//
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//		interpolator:
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//			Linear
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//			Accel - starts moving slow, ends fast
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//			Deaccel - starts moving fast, ends slow
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//
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//	RunEvent <event name> <start time>
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//		starts another even running at the specified time
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//
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//	StopEvent <event name> <start time>
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//		stops another event that is current running at the specified time
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//
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//	StopAnimation <panel name> <variable> <start time>
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//		stops all animations refering to the specified variable in the specified panel
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//
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//	StopPanelAnimations <panel name> <start time>
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//		stops all active animations operating on the specified panel
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//
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//
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// Useful game console commands:
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//	cl_Animationinfo <hudelement name> or <panelname> 
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//		displays all the animatable variables for the hud element
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//
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event LevelInit
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{
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}
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event FadeOutTeamLine
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{
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	// make the display visible
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	Animate TeamDisplay Alpha 		"0"		Linear 0.0 0.25
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}
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event FadeInTeamLine
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{
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	// make the display visible
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	Animate TeamDisplay Alpha 		"255"		Linear 0.0 0.5
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}
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event OpenWeaponSelectionMenu
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{
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	StopEvent CloseWeaponSelectionMenu	0.0
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	StopEvent WeaponPickup				0.0
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	StopEvent FadeOutWeaponSelectionMenu	0.0
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	// make the display visible
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	Animate HudWeaponSelection Alpha 		"128"		Linear 0.0 0.1
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	Animate HudWeaponSelection SelectionAlpha 	"255"		Linear 0.0 0.1
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	Animate HudWeaponSelection FgColor		"FgColor"	Linear 0.0 0.1
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	Animate HudWeaponSelection TextColor		"BrightFg"	Linear 0.0 0.1
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	Animate HudWeaponSelection TextScan		"1" 		Linear 0.0 0.1
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}
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event CloseWeaponSelectionMenu
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{
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	// hide the whole thing near immediately
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	Animate HudWeaponSelection FgColor		"0 0 0 0"	Linear 0.0 0.1
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	Animate HudWeaponSelection TextColor		"0 0 0 0"	Linear 0.0 0.1
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	Animate HudWeaponSelection Alpha		"0" 		Linear 0.0 0.1
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	Animate HudWeaponSelection SelectionAlpha 	"0" 		Linear 0.0 0.1
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}
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event FadeOutWeaponSelectionMenu
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{
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	// slowly hide the whole thing
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	Animate HudWeaponSelection FgColor		"0 0 0 0"	Linear 0.0 1.5
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	Animate HudWeaponSelection TextColor		"0 0 0 0"	Linear 0.0 1.5
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	Animate HudWeaponSelection Alpha		"0" 		Linear 0.0 1.5
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	Animate HudWeaponSelection SelectionAlpha 	"0" 		Linear 0.0 1.5
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}
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event SuitAuxPowerMax
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{
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	// hide the suit power
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	Animate HudSuitPower BgColor		"0 0 0 0"		Linear 0.0 0.4
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	Animate HudSuitPower AuxPowerColor	"0 0 0 0"		Linear 0.0 0.4
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}
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event SuitAuxPowerNotMax
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{
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	// show suit power
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	Animate HudSuitPower BgColor		"BgColor"		Linear 0.0 0.4
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	Animate HudSuitPower AuxPowerColor	"255 220 0 220"		Linear 0.0 0.4
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}
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event SuitAuxPowerDecreasedBelow25
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{
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	// make color red
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	Animate HudSuitPower AuxPowerColor	"255 0 0 220"		Linear 0.0 0.4
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}
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event SuitAuxPowerIncreasedAbove25
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{
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	// make colr bright
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	Animate HudSuitPower AuxPowerColor	"255 220 0 220"		Linear 0.0 0.4
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}
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event SuitAuxPowerNoItemsActive
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{
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	// resize the aux power to be the smallest size
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	Animate HudSuitPower Size			"102 26"			Linear 0.0 0.4
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	Animate HudSuitPower Position		"16 400"			Linear 0.0 0.4
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//	Animate HudSuitPower text_xpos		"8"					Linear 0.0 0.4
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//	Animate HudSuitPower text_ypos		"15"				Linear 0.0 0.4
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}
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event SuitAuxPowerOneItemActive
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{
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	// resize the aux power to fit one item
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	Animate HudSuitPower Size			"102 36"			Linear 0.0 0.4
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	Animate HudSuitPower Position		"16 390"			Linear 0.0 0.4
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}
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event SuitAuxPowerTwoItemsActive
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{
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	// resize the aux power to fit two items
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	Animate HudSuitPower Size			"102 46"			Linear 0.0 0.4
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	Animate HudSuitPower Position		"16 380"			Linear 0.0 0.4
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}
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event SuitAuxPowerThreeItemsActive
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{
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	// resize the aux power to fit three items
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	Animate HudSuitPower Size			"102 56"			Linear 0.0 0.4
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	Animate HudSuitPower Position		"16 370"			Linear 0.0 0.4
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}
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event SuitFlashlightOn
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{
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	Animate HudFlashlight TextColor		"255 220 0 255"	Linear 0.0 0.1
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	Animate HudFlashlight TextColor		"255 220 0 160"	Deaccel 0.1 0.75
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	Animate HudFlashlight BgColor		"BgColor"	Linear 0.0 0.75
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}
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event SuitFlashlightOff
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{
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	StopEvent SuitFlashlightOn	0.0
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	Animate HudFlashlight TextColor		"0 0 0 0"	Linear 0.0 0.4
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	Animate HudFlashlight BgColor		"0 0 0 0"	Linear 0.0 0.4
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}
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event HudTakeDamageFront
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{
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}
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event HudTakeDamageLeft
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{
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	Animate HudDamageIndicator DmgColorLeft		"255 88 0 200"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgColorLeft		"255 0 0 200"	Linear 0.0 0.3
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	Animate HudDamageIndicator DmgColorLeft		"255 0 0 0"	Deaccel 0.3 0.5
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}
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event HudTakeDamageRight
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{
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	Animate HudDamageIndicator DmgColorRight		"255 88 0 200"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgColorRight		"255 0 0 200"	Linear 0.0 0.3
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	Animate HudDamageIndicator DmgColorRight		"255 0 0 0"	Deaccel 0.3 0.5
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}
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event HudTakeDamageBehind
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{
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	RunEvent HudTakeDamageLeft	0.0
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	RunEvent HudTakeDamageRight	0.0
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}
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event HudTakeDamageHighLeft
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{
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	Animate HudDamageIndicator DmgHighColorLeft	"255 88 0 255"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgHighColorLeft	"255 0 0 200"	Linear 0.0 0.4
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	Animate HudDamageIndicator DmgHighColorLeft	"255 0 0 0"	Deaccel 0.4 2.4
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}
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event HudTakeDamageHighRight
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{
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	Animate HudDamageIndicator DmgHighColorRight	"255 88 0 255"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgHighColorRight	"255 0 0 200"	Linear 0.0 0.4
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	Animate HudDamageIndicator DmgHighColorRight	"255 0 0 0"	Deaccel	0.4 2.4
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}
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event HudTakeDamageHigh
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{
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	Animate HudDamageIndicator DmgFullscreenColor	"255 88 0 200"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 200"	Linear 0.0 0.4
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	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 0"	Deaccel 0.4 2.4
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}
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event HudTakeDamageDrown
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{
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	RunEvent HudTakeDamageBehind 0.0
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}
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event HudTakeDamagePoison
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{
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	Animate HudDamageIndicator DmgFullscreenColor	"255 236 128 240"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgFullscreenColor	"255 236 128 0"		Deaccel 0.4 0.8
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}
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event HudTakeDamageBurn
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{
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	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 200"	Linear 0.0 0.0
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	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 0"	Deaccel 0.2 0.4
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}
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event HudTakeDamageRadiation
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{
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	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 128"	Deaccel 0.0 0.1
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	Animate HudDamageIndicator DmgFullscreenColor	"255 255 255 0"		Deaccel 0.1 0.4
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	RunEvent HudTakeDamageBehind 0.0
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}
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event HudPlayerDeath
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{
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	StopEvent	HealthLoop  0.0
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	StopEvent	HealthPulse 0.0
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	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 8"		Deaccel 0.1 0.2
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	Animate HudDamageIndicator DmgFullscreenColor	"255 0 0 48"		Deaccel 0.3 4.0
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}
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event HealthIncreasedAbove20
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{
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	StopEvent	HealthLoop  0.0
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	StopEvent	HealthPulse 0.0
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	StopEvent	HealthLow   0.0
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	Animate	HudHealth	BgColor	"BgColor"	Linear	0.0	0.0
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	Animate	HudHealth	TextColor "FgColor" Linear 0.0 0.04
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	Animate	HudHealth	FgColor   "FgColor" Linear 0.0 0.03
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	Animate	HudHealth		Blur		"3"			Linear	0.0		0.1
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	Animate	HudHealth		Blur		"0"			Deaccel	0.1		2.0
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}
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event HealthIncreasedBelow20
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{
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	Animate HudHealth	FgColor		"BrightFg"	Linear	0.0		0.25
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	Animate HudHealth	FgColor		"FgColor"		Linear	0.3		0.75
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	Animate HudHealth		Blur		"3"			Linear	0.0		0.1
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	Animate HudHealth		Blur		"0"			Deaccel	0.1		2.0
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}
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event SuitPowerIncreasedAbove20
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{
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	StopEvent	SuitLoop 0.0
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	StopEvent	SuitPulse 0.0
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	StopEvent	SuitPowerZero	0.0
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	Animate	HudSuit 	Alpha		"255"			Linear 0.0 0.0
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	Animate	HudSuit		BgColor		"BgColor"	Linear	0.0	0.0
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	Animate	HudSuit 	TextColor	"FgColor"	Linear 0.0 0.05
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	Animate	HudSuit		FgColor		"FgColor"	Linear 0.0 0.05
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	Animate	HudSuit		Blur		"3"			Linear	0.0		0.1
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	Animate	HudSuit		Blur		"0"			Deaccel	0.1		2.0
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}
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event SuitPowerIncreasedBelow20
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{
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	StopEvent		SuitPowerZero	0.0
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	Animate	HudSuit 	Alpha		"255"			Linear 0.0 0.0
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	Animate HudSuit		FgColor		"BrightFg"	Linear	0.0		0.25
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	Animate HudSuit		FgColor		"FgColor"	Linear	0.3		0.75
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	Animate HudSuit		Blur		"3"			Linear	0.0		0.1
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	Animate HudSuit		Blur		"0"			Deaccel	0.1		2.0
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}
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event SuitPowerZero
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{
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	StopEvent	SuitLoop 0.0
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	StopEvent	SuitPulse 0.0
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	StopEvent	SuitArmorLow 0.0
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	StopEvent	SuitDamageTaken 0.0
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	Animate	HudSuit Alpha		"0"			Linear 0.0 0.4
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}
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event TestMovement
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{
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	Animate HudHealth	Position	"256 120"	Linear	0.0		2.0
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	Animate HudHealth	Size		"128 24"	Linear	0.0		1.5
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}
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event HealthDamageTaken
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{
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	Animate HudHealth	FgColor		"BrightFg"	Linear	0.0		0.25
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	Animate HudHealth	FgColor		"FgColor"		Linear	0.3		0.75
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	Animate HudHealth		Blur		"3"			Linear	0.0		0.1
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	Animate HudHealth		Blur		"0"			Deaccel	0.1		2.0
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	Animate HudHealth TextColor		"BrightFg"	Linear	0.0		0.1
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	Animate HudHealth	TextColor		"FgColor"		Deaccel	0.1		1.2
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}
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event SuitDamageTaken
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{
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	Animate HudSuit		FgColor	"BrightFg"	Linear	0.0		0.25
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	Animate HudSuit		FgColor	"FgColor"		Linear	0.3		0.75
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	Animate HudSuit		Blur		"3"			Linear	0.0		0.1
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	Animate HudSuit		Blur		"0"			Deaccel	0.1		2.0
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	Animate HudSuit		TextColor	"BrightFg"	Linear	0.0		0.1
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	Animate HudSuit		TextColor	"FgColor"		Deaccel	0.1		1.2
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}
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// health has been damaged to below 20%
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event HealthLow
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{
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	StopEvent HealthDamageTaken	0.0
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	StopEvent HealthPulse	0.0
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	StopEvent HealthLoop	0.0	
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	Animate HudHealth	BgColor		"DamagedBg"		Linear	0.0		0.1
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	Animate HudHealth	BgColor		"BgColor"		Deaccel	0.1		1.75
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	Animate HudHealth	FgColor		"BrightFg"	Linear	0.0		0.2
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	Animate HudHealth	FgColor		"DamagedFg"		Linear	0.2		1.2
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	Animate HudHealth TextColor		"BrightFg"	Linear	0.0		0.1
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	Animate HudHealth	TextColor		"DamagedFg"		Linear	0.1		1.2
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	Animate HudHealth		Blur		"5"			Linear	0.0		0.1
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	Animate HudHealth		Blur		"3"			Deaccel	0.1		0.9
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	RunEvent HealthPulse	1.0
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}
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event HealthPulse
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{
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	Animate HudHealth		Blur		"5"			Linear	0.0		0.1
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	Animate HudHealth		Blur		"2"			Deaccel	0.1		0.8
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	Animate HudHealth		TextColor	"BrightDamagedFg"	Linear	0.0		0.1
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	Animate HudHealth		TextColor	"DamagedFg"		Deaccel	0.1		0.8
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	Animate HudHealth		BgColor	"100 0 0 80"		Linear	0.0		0.1
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	Animate HudHealth		BgColor	"BgColor"		Deaccel	0.1		0.8
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	RunEvent HealthLoop	0.8
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}
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// call to loop HealthPulse
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event HealthLoop
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{
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	RunEvent HealthPulse 0.0
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}
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// suit armor has been damaged to below 20%
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event SuitArmorLow
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{
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	StopEvent SuitDamageTaken 0.0
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	StopEvent SuitPulse	0.0
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	StopEvent SuitLoop	0.0
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//	removing this effect -- matching it to the event for normal suit damage
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//	so, there will be no special indication (redness, flashing)
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//	in the hud that the suit armor is low
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//	Animate HudSuit	BgColor		"DamagedBg"		Linear	0.0		0.1
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//	Animate HudSuit	BgColor		"BgColor"		Deaccel	0.1		1.75
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	Animate HudSuit		FgColor	"BrightFg"	Linear	0.0		0.25
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	Animate HudSuit		FgColor	"FgColor"		Linear	0.3		0.75
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	Animate HudSuit		Blur		"3"			Linear	0.0		0.1
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	Animate HudSuit		Blur		"0"			Deaccel	0.1		2.0
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 | 
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	Animate HudSuit		TextColor	"BrightFg"	Linear	0.0		0.1
 | 
						|
	Animate HudSuit		TextColor	"FgColor"		Deaccel	0.1		1.2
 | 
						|
	
 | 
						|
//	RunEvent SuitPulse	1.0
 | 
						|
}
 | 
						|
 | 
						|
event SuitPulse
 | 
						|
//	this even no longer gets called
 | 
						|
{
 | 
						|
	Animate HudSuit		Blur		"5"			Linear	0.0		0.1
 | 
						|
	Animate HudSuit		Blur		"2"			Deaccel	0.1		0.8
 | 
						|
	Animate HudSuit		TextColor	"BrightDamagedFg"	Linear	0.0		0.1
 | 
						|
	Animate HudSuit		TextColor	"DamagedFg"		Deaccel	0.1		0.8
 | 
						|
	Animate HudSuit		BgColor	"100 0 0 80"	Linear	0.0		0.1
 | 
						|
	Animate HudSuit		BgColor	"BgColor"		Deaccel	0.1		0.8
 | 
						|
	RunEvent SuitLoop	0.8
 | 
						|
}
 | 
						|
 | 
						|
event SuitLoop
 | 
						|
{
 | 
						|
//	this event no longer gets called
 | 
						|
	RunEvent SuitPulse 0.0
 | 
						|
}
 | 
						|
 | 
						|
// ammo has been picked up
 | 
						|
event AmmoIncreased
 | 
						|
{
 | 
						|
	Animate HudAmmo		FgColor	"BrightFg"		Linear	0.0	0.15
 | 
						|
	Animate HudAmmo		FgColor	"FgColor"		Deaccel	0.15	1.5
 | 
						|
	Animate HudAmmo		Blur		"5"			Linear	0.0	0.0 
 | 
						|
	Animate HudAmmo		Blur		"0"			Accel		0.01	1.5 
 | 
						|
}
 | 
						|
 | 
						|
// ammo has been decreased, but there is still some remaining
 | 
						|
event AmmoDecreased
 | 
						|
{
 | 
						|
	StopEvent AmmoIncreased	0.0
 | 
						|
	
 | 
						|
	Animate HudAmmo		Blur		"7"			Linear	0.0	0.0
 | 
						|
	Animate HudAmmo		Blur		"0"			Deaccel	0.1	1.5
 | 
						|
	
 | 
						|
	Animate HudAmmo		TextColor	"BrightFg"		Linear	0.0	0.1
 | 
						|
	Animate HudAmmo		TextColor	"FgColor"		Deaccel	0.1	0.75
 | 
						|
}
 | 
						|
 | 
						|
// primary ammo is zero
 | 
						|
event AmmoEmpty
 | 
						|
{
 | 
						|
	Animate Hudammo	FgColor		"BrightDamagedFg"	Linear	0.0	0.2
 | 
						|
	Animate Hudammo	FgColor		"DamagedFg"		Accel		0.2	1.2		
 | 
						|
}
 | 
						|
 | 
						|
// ammo2 is the total ammo for a weapon that uses clip ammo
 | 
						|
event Ammo2Increased
 | 
						|
{
 | 
						|
	Animate Hudammo	ammo2color		"BrightFg"		Linear	0.0	0.2
 | 
						|
	Animate Hudammo	ammo2color		"FgColor"		Accel		0.2	1.2		
 | 
						|
}
 | 
						|
 | 
						|
// total ammo has been decreased, but there is still some remaining
 | 
						|
event Ammo2Decreased
 | 
						|
{
 | 
						|
	Animate Hudammo	ammo2color		"BrightFg"		Linear	0.0	0.2
 | 
						|
	Animate Hudammo	ammo2color		"FgColor"		Accel		0.2	1.2		
 | 
						|
}
 | 
						|
 | 
						|
// total ammo is zero
 | 
						|
event Ammo2Empty
 | 
						|
{
 | 
						|
	Animate Hudammo	ammo2color		"BrightDamagedFg"	Linear	0.0	0.2
 | 
						|
	Animate Hudammo	ammo2color		"DamagedFg"		Accel		0.2	1.2		
 | 
						|
}
 | 
						|
 | 
						|
event AmmoSecondaryIncreased
 | 
						|
{
 | 
						|
	Animate HudAmmoSecondary		FgColor	"BrightFg"		Linear	0.0	0.15
 | 
						|
	Animate HudAmmoSecondary		FgColor	"FgColor"		Deaccel	0.15	1.5
 | 
						|
	Animate HudAmmoSecondary		Blur		"5"			Linear	0.0	0.0 
 | 
						|
	Animate HudAmmoSecondary		Blur		"0"			Accel		0.01	1.5 	
 | 
						|
}
 | 
						|
 | 
						|
event AmmoSecondaryDecreased
 | 
						|
{
 | 
						|
	StopEvent AmmoSecondaryIncreased	0.0
 | 
						|
	
 | 
						|
	Animate HudAmmoSecondary		Blur		"7"			Linear	0.0	0.0
 | 
						|
	Animate HudAmmoSecondary		Blur		"0"			Deaccel	0.1	1.5
 | 
						|
	
 | 
						|
	Animate HudAmmoSecondary		TextColor	"BrightFg"		Linear	0.0	0.1
 | 
						|
	Animate HudAmmoSecondary		TextColor	"FgColor"		Deaccel	0.1	0.75
 | 
						|
}
 | 
						|
 | 
						|
event AmmoSecondaryEmpty
 | 
						|
{
 | 
						|
	Animate HudAmmoSecondary		FgColor		"BrightDamagedFg"	Linear	0.0	0.2
 | 
						|
	Animate HudAmmoSecondary		FgColor		"DamagedFg"		Accel		0.2	1.2
 | 
						|
	Animate HudAmmoSecondary		Blur		"7"			Linear	0.0	0.0
 | 
						|
	Animate HudAmmoSecondary		Blur		"0"			Deaccel	0.1	1.5
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
// current weapon has been changed
 | 
						|
event WeaponChanged
 | 
						|
{
 | 
						|
	Animate HudAmmo		BgColor		"250 220 0 80"	Linear	0.0		0.1
 | 
						|
	Animate HudAmmo		BgColor		"BgColor"		Deaccel	0.1		1.0
 | 
						|
	Animate HudAmmo		FgColor		"BrightFg"		Linear	0.0		0.1
 | 
						|
	Animate HudAmmo		FgColor		"FgColor"		Linear	0.2		1.5
 | 
						|
}
 | 
						|
 | 
						|
// ran if we just changed to a weapon that needs clip ammo
 | 
						|
event WeaponUsesClips
 | 
						|
{
 | 
						|
	Animate HudAmmo		Position	"r150 432"	Deaccel	0.0		0.4
 | 
						|
	Animate HudAmmo		Size		"132 36"	Deaccel	0.0		0.4
 | 
						|
}
 | 
						|
 | 
						|
// ran if we just changed to a weapon that does not use clip ammo
 | 
						|
event WeaponDoesNotUseClips
 | 
						|
{
 | 
						|
	Animate HudAmmo		Position	"r118 432"	Deaccel	0.0		0.4
 | 
						|
	Animate HudAmmo		Size		"100 36"	Deaccel	0.0		0.4
 | 
						|
}
 | 
						|
 | 
						|
event WeaponUsesSecondaryAmmo
 | 
						|
{
 | 
						|
	StopAnimation 	HudAmmo Position 0.0
 | 
						|
	StopAnimation 	HudAmmo Size 0.0
 | 
						|
	StopPanelAnimations HudAmmoSecondary 0.0
 | 
						|
 | 
						|
	Animate HudAmmoSecondary	BgColor		"250 220 0 60"	Linear	0.0		0.1
 | 
						|
	Animate HudAmmoSecondary	BgColor		"BgColor"		Deaccel	0.1		1.0
 | 
						|
	Animate HudAmmoSecondary	FgColor		"BrightFg"	Linear	0.0		0.1
 | 
						|
	Animate HudAmmoSecondary	FgColor		"FgColor"		Linear	0.2		1.5
 | 
						|
	Animate HudAmmoSecondary	Alpha		255		Linear	0.0		0.1
 | 
						|
 | 
						|
	Animate HudAmmo		Position	"r222 432"	Deaccel	0.0		0.5
 | 
						|
	Animate HudAmmo		Size		"132 36"	Deaccel	0.0		0.4
 | 
						|
}
 | 
						|
 | 
						|
event WeaponDoesNotUseSecondaryAmmo
 | 
						|
{
 | 
						|
	StopPanelAnimations	HudAmmoSecondary 	0.0
 | 
						|
	Animate HudAmmoSecondary	FgColor		"0 0 0 0"	Linear	0.0		0.4
 | 
						|
	Animate HudAmmoSecondary	BgColor		"0 0 0 0"	Linear	0.0		0.4
 | 
						|
	Animate HudAmmoSecondary	Alpha		0		Linear	0.0		0.1
 | 
						|
}
 | 
						|
 | 
						|
event CraneMagnetFlash
 | 
						|
{
 | 
						|
	Animate HudCraneMagnet TextColor	"255 220 0 255"	Linear 0.0 0.1
 | 
						|
	Animate HudCraneMagnet TextColor	"255 220 0 160"	Deaccel 0.1 0.3
 | 
						|
	Animate HudCraneMagnet TextColor	"255 170 0 220"	Deaccel 0.4 0.3
 | 
						|
	Animate HudCraneMagnet TextColor	"255 220 0 255"	Linear 0.8 0.2
 | 
						|
}
 | 
						|
 | 
						|
event HintMessageShow
 | 
						|
{
 | 
						|
	// show the hints
 | 
						|
	Animate HudHintDisplay Alpha	255 Linear 0.0 0.5
 | 
						|
 | 
						|
	// flash text
 | 
						|
	Animate HudHintDisplay FgColor	"FgColor" 	Linear 0.0 0.01
 | 
						|
	Animate HudHintDisplay FgColor	"255 220 0 255" Linear 0.5 0.2
 | 
						|
	Animate HudHintDisplay FgColor	"FgColor" 	Linear 0.7 0.2
 | 
						|
	Animate HudHintDisplay FgColor	"255 220 0 255" Linear 1.5 0.2
 | 
						|
	Animate HudHintDisplay FgColor	"FgColor" 	Linear 1.7 0.2
 | 
						|
 | 
						|
	// hide the panel after a while	
 | 
						|
	Animate HudHintDisplay Alpha	0 Linear 12.0 1.0
 | 
						|
}
 | 
						|
 | 
						|
event HintMessageHide
 | 
						|
{
 | 
						|
	Animate HudHintDisplay Alpha	0 Linear 0.0 0.5
 | 
						|
}
 | 
						|
 | 
						|
event SquadMemberAdded
 | 
						|
{
 | 
						|
	StopEvent	SquadMemberDied		0.0
 | 
						|
	StopEvent	SquadMemberLeft		0.0
 | 
						|
 | 
						|
	// add in the squad member, brighter then normal color
 | 
						|
	Animate HudSquadStatus LastMemberColor	"255 220 0 255" Linear 0.0 0.3
 | 
						|
	Animate HudSquadStatus LastMemberColor	"255 220 0 160" Linear 0.3 0.3
 | 
						|
}
 | 
						|
 | 
						|
event SquadMemberLeft
 | 
						|
{
 | 
						|
	StopEvent	SquadMemberDied		0.0
 | 
						|
	StopEvent	SquadMemberAdded	0.0
 | 
						|
 | 
						|
	// fade out the icon
 | 
						|
	Animate HudSquadStatus LastMemberColor	"255 220 0 0"	Linear 0.0 0.5
 | 
						|
}
 | 
						|
 | 
						|
event SquadMemberDied
 | 
						|
{
 | 
						|
	StopEvent	SquadMemberAdded	0.0
 | 
						|
	StopEvent	SquadMemberLeft		0.0
 | 
						|
 | 
						|
	// flash red, hold, then disappear
 | 
						|
	Animate HudSquadStatus	LastMemberColor	"255 0 0 255"	Linear 0.0 0.5
 | 
						|
	Animate HudSquadStatus	LastMemberColor	"255 0 0 0"		Linear 2.0 2.0
 | 
						|
}
 | 
						|
 | 
						|
event SquadMembersFollowing
 | 
						|
{
 | 
						|
	StopEvent	SquadMembersStationed	0.0
 | 
						|
	Animate		HudSquadStatus	SquadTextColor	"255 220 0 255"		Linear 0.0 0.2
 | 
						|
	Animate		HudSquadStatus	SquadTextColor	"255 220 0 160"		Linear 0.2 0.4
 | 
						|
}
 | 
						|
 | 
						|
event SquadMembersStationed
 | 
						|
{
 | 
						|
	StopEvent	SquadMembersFollowing	0.0
 | 
						|
	Animate		HudSquadStatus	SquadTextColor	"255 220 0 160"			Linear 0.5 0.5
 | 
						|
}
 | 
						|
 | 
						|
event PoisonDamageTaken
 | 
						|
{
 | 
						|
	Animate 	HudPoisonDamageIndicator 	Alpha	255 Linear 0.0 1.0
 | 
						|
	RunEvent PoisonLoop	0.0
 | 
						|
}
 | 
						|
 | 
						|
event PoisonDamageCured
 | 
						|
{
 | 
						|
	StopEvent 	PoisonDamageTaken	0.0
 | 
						|
	StopEvent 	PoisonLoop		0.0
 | 
						|
	StopEvent 	PoisonPulse		0.0
 | 
						|
	Animate 	HudPoisonDamageIndicator 	Alpha	0 Linear 0.0 1.0
 | 
						|
}
 | 
						|
 | 
						|
event PoisonPulse
 | 
						|
{
 | 
						|
	Animate HudPoisonDamageIndicator	TextColor	"BrightFg"		Linear	0.0		0.1
 | 
						|
	Animate HudPoisonDamageIndicator	TextColor	"FgColor"		Deaccel	0.1		0.8
 | 
						|
	Animate HudPoisonDamageIndicator	BgColor		"100 0 0 80"		Linear	0.0		0.1
 | 
						|
	Animate HudPoisonDamageIndicator	BgColor		"BgColor"		Deaccel	0.1		0.8
 | 
						|
 | 
						|
	RunEvent PoisonLoop	0.8
 | 
						|
}
 | 
						|
 | 
						|
// call to loop PoisonLoop
 | 
						|
event PoisonLoop
 | 
						|
{
 | 
						|
	RunEvent PoisonPulse 0.0
 | 
						|
}
 |