// sample animation script // // // commands: // Animate // 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 // // RunEvent // starts another even running at the specified time // // StopEvent // stops another event that is current running at the specified time // // StopAnimation // stops all animations refering to the specified variable in the specified panel // // StopPanelAnimations // stops all active animations operating on the specified panel // // // Useful game console commands: // cl_Animationinfo or // displays all the animatable variables for the hud element // event LevelInit { } event OpenWeaponSelectionMenu { StopEvent CloseWeaponSelectionMenu 0.0 StopEvent WeaponPickup 0.0 StopEvent FadeOutWeaponSelectionMenu 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 { // hide the whole thing near immediately Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1 } event FadeOutWeaponSelectionMenu { // slowly hide the whole thing Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5 } event HudTakeDamageFront { } event HudTakeDamageLeft { Animate HudDamageIndicator DmgColorLeft "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.3 Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.3 0.5 } event HudTakeDamageRight { Animate HudDamageIndicator DmgColorRight "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.3 Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.3 0.5 } event HudTakeDamageBehind { RunEvent HudTakeDamageLeft 0.0 RunEvent HudTakeDamageRight 0.0 } event HudTakeDamageHighLeft { Animate HudDamageIndicator DmgHighColorLeft "255 88 0 255" Linear 0.0 0.0 Animate HudDamageIndicator DmgHighColorLeft "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgHighColorLeft "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageHighRight { Animate HudDamageIndicator DmgHighColorRight "255 88 0 255" Linear 0.0 0.0 Animate HudDamageIndicator DmgHighColorRight "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgHighColorRight "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageHigh { Animate HudDamageIndicator DmgFullscreenColor "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageDrown { RunEvent HudTakeDamageBehind 0.0 } event HudTakeDamagePoison { Animate HudDamageIndicator DmgFullscreenColor "255 236 128 240" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 236 128 0" Deaccel 0.4 0.8 } event HudTakeDamageBurn { Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.2 0.4 } event HudTakeDamageRadiation { Animate HudDamageIndicator DmgFullscreenColor "255 255 255 128" Deaccel 0.0 0.1 Animate HudDamageIndicator DmgFullscreenColor "255 255 255 0" Deaccel 0.1 0.4 RunEvent HudTakeDamageBehind 0.0 } event HudTakeDamageCyber { Animate HudDamageIndicator DmgFullscreenColor "0 255 255 128" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "0 255 255 0" Deaccel 0.1 0.3 } event HudPlayerDeath { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 96" Deaccel 0.1 0.2 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 255" Deaccel 0.3 4.0 } event HealthAbove20 { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLow 0.0 Animate HudMeatspace HealthBar "MeatHud.HealthBar" Linear 0.0 0.0 Animate HudMeatspace HealthCircuit "MeatHud.HealthBright" Linear 0.0 0.0 Animate HudMeatspace HealthCircuit "MeatHud.HealthBar" Linear 0.0 0.5 } event HealthBelow20 { Animate HudMeatspace HealthCircuit "MeatHud.HealthBright" Linear 0.0 0.0 Animate HudMeatspace HealthCircuit "MeatHud.HealthBar" Linear 0.0 0.5 } // health has been damaged to below 20% event HealthLow { StopEvent HealthDamageTaken 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLoop 0.0 Animate HudMeatspace HealthBar "MeatHud.HealthBright" Linear 0.0 0.0 Animate HudMeatspace HealthBar "MeatHud.HealthBar" Linear 0.0 0.5 RunEvent HealthPulse 1.0 } event HealthPulse { Animate HudMeatspace HealthBar "MeatHud.HealthBright" Linear 0.0 0.0 Animate HudMeatspace HealthBar "MeatHud.HealthBar" Linear 0.0 0.5 RunEvent HealthLoop 0.8 } // call to loop HealthPulse event HealthLoop { RunEvent HealthPulse 0.0 } event EnergyStartCircuitAnim { Animate HudMeatspace EnergyCircuit "MeatHud.EnergyBright" Linear 0.0 0.5 Animate HudMeatspace EnergyCircuit "MeatHud.EnergyBar" Linear 0.5 1.0 RunEvent EnergyCircuitLoop 0.0 } event EnergyStopCircuitAnim { StopEvent EnergyCircuitLoop 0.0 StopEvent EnergyStartCircuitAnim 0.0 Animate HudMeatspace EnergyCircuit "MeatHud.EnergyBar" Linear 0.0 0.0 } event EnergyCircuitLoop { RunEvent EnergyStartCircuitAnim 1.5 } event EnergyStartBarAnim { Animate HudMeatspace EnergyBar "MeatHud.EnergyBright" Linear 0.0 0.25 Animate HudMeatspace EnergyBar "MeatHud.EnergyBar" Linear 0.25 0.5 RunEvent EnergyBarLoop 0.0 } event EnergyStopBarAnim { StopEvent EnergyBarLoop 0.0 StopEvent EnergyStartBarAnim 0.0 Animate HudMeatspace EnergyBar "MeatHud.EnergyBar" Linear 0.0 0.0 } event EnergyBarLoop { RunEvent EnergyStartBarAnim 0.5 } event AmmoWeaponChanged { StopEvent AmmoIncrement 0.0 StopEvent AmmoDecrement 0.0 StopEvent AmmoEmpty 0.0 StopEvent Ammo2Increment 0.0 StopEvent Ammo2Decrement 0.0 StopEvent Ammo2Empty 0.0 Animate HudAmmo TextColor "Ammo.Foreground" Linear 0.0 0.0 Animate HudAmmo Text2Color "Ammo.Foreground" Linear 0.0 0.0 Animate HudAmmo IconColor "Ammo.Foreground" Linear 0.0 0.0 } // ammo has been picked up event AmmoIncrement { Animate HudAmmo TextColor "Ammo.Dispense" Linear 0.0 0.0 Animate HudAmmo TextColor "Ammo.Foreground" Deaccel 0.0 0.5 } // ammo has been decreased, but there is still some remaining event AmmoDecrement { StopEvent AmmoIncrement 0.0 } // primary ammo is zero event AmmoEmpty { Animate Hudammo TextColor "Ammo.Empty" Deaccel 0.0 0.25 Animate Hudammo IconColor "Ammo.Empty" Deaccel 0.0 0.25 } // ammo2 is the total ammo for a weapon that uses clip ammo event Ammo2Increment { Animate HudAmmo Text2Color "Ammo.Dispense" Linear 0.0 0.0 Animate HudAmmo Text2Color "Ammo.Foreground" Deaccel 0.0 1.0 Animate HudAmmo IconColor "Ammo.Dispense" Linear 0.0 0.0 Animate HudAmmo IconColor "Ammo.Foreground" Deaccel 0.0 1.0 } // total ammo has been decreased, but there is still some remaining event Ammo2Decrement { StopEvent Ammo2Increment 0.0 Animate HudAmmo IconColor "Ammo.Reload" Linear 0.0 0.0 Animate HudAmmo IconColor "Ammo.Foreground" Deaccel 0.0 1.0 } // total ammo is zero event Ammo2Empty { Animate Hudammo Text2Color "Ammo.Empty" Deaccel 0.0 0.25 Animate Hudammo IconColor "Ammo.Empty" Deaccel 0.0 0.25 } 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 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 } 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 }