diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/game/mod_hl2mp/scripts/HudAnimations.txt | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/game/mod_hl2mp/scripts/HudAnimations.txt')
| -rw-r--r-- | mp/game/mod_hl2mp/scripts/HudAnimations.txt | 640 |
1 files changed, 640 insertions, 0 deletions
diff --git a/mp/game/mod_hl2mp/scripts/HudAnimations.txt b/mp/game/mod_hl2mp/scripts/HudAnimations.txt new file mode 100644 index 00000000..2fdfeb5d --- /dev/null +++ b/mp/game/mod_hl2mp/scripts/HudAnimations.txt @@ -0,0 +1,640 @@ +// 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
+//
+// 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
+//
+//
+// Useful game console commands:
+// cl_Animationinfo <hudelement name> or <panelname>
+// displays all the animatable variables for the hud element
+//
+
+
+event LevelInit
+{
+}
+
+event FadeOutTeamLine
+{
+ // make the display visible
+ Animate TeamDisplay Alpha "0" Linear 0.0 0.25
+}
+
+event FadeInTeamLine
+{
+ // make the display visible
+ Animate TeamDisplay Alpha "255" Linear 0.0 0.5
+}
+
+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 SuitAuxPowerMax
+{
+ // hide the suit power
+ Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4
+ Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4
+}
+
+event SuitAuxPowerNotMax
+{
+ // show suit power
+ Animate HudSuitPower BgColor "BgColor" Linear 0.0 0.4
+ Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
+}
+
+event SuitAuxPowerDecreasedBelow25
+{
+ // make color red
+ Animate HudSuitPower AuxPowerColor "255 0 0 220" Linear 0.0 0.4
+}
+
+event SuitAuxPowerIncreasedAbove25
+{
+ // make colr bright
+ Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
+}
+
+event SuitAuxPowerNoItemsActive
+{
+ // resize the aux power to be the smallest size
+ Animate HudSuitPower Size "102 26" Linear 0.0 0.4
+ Animate HudSuitPower Position "16 400" Linear 0.0 0.4
+// Animate HudSuitPower text_xpos "8" Linear 0.0 0.4
+// Animate HudSuitPower text_ypos "15" Linear 0.0 0.4
+}
+
+event SuitAuxPowerOneItemActive
+{
+ // resize the aux power to fit one item
+ Animate HudSuitPower Size "102 36" Linear 0.0 0.4
+ Animate HudSuitPower Position "16 390" Linear 0.0 0.4
+}
+
+event SuitAuxPowerTwoItemsActive
+{
+ // resize the aux power to fit two items
+ Animate HudSuitPower Size "102 46" Linear 0.0 0.4
+ Animate HudSuitPower Position "16 380" Linear 0.0 0.4
+}
+
+event SuitAuxPowerThreeItemsActive
+{
+ // resize the aux power to fit three items
+ Animate HudSuitPower Size "102 56" Linear 0.0 0.4
+ Animate HudSuitPower Position "16 370" Linear 0.0 0.4
+}
+
+event SuitFlashlightOn
+{
+ Animate HudFlashlight TextColor "255 220 0 255" Linear 0.0 0.1
+ Animate HudFlashlight TextColor "255 220 0 160" Deaccel 0.1 0.75
+ Animate HudFlashlight BgColor "BgColor" Linear 0.0 0.75
+}
+
+event SuitFlashlightOff
+{
+ StopEvent SuitFlashlightOn 0.0
+ Animate HudFlashlight TextColor "0 0 0 0" Linear 0.0 0.4
+ Animate HudFlashlight BgColor "0 0 0 0" Linear 0.0 0.4
+}
+
+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 HudPlayerDeath
+{
+ StopEvent HealthLoop 0.0
+ StopEvent HealthPulse 0.0
+
+ Animate HudDamageIndicator DmgFullscreenColor "255 0 0 8" Deaccel 0.1 0.2
+ Animate HudDamageIndicator DmgFullscreenColor "255 0 0 48" Deaccel 0.3 4.0
+}
+
+event HealthIncreasedAbove20
+{
+ StopEvent HealthLoop 0.0
+ StopEvent HealthPulse 0.0
+ StopEvent HealthLow 0.0
+
+ Animate HudHealth BgColor "BgColor" Linear 0.0 0.0
+
+ Animate HudHealth TextColor "FgColor" Linear 0.0 0.04
+ Animate HudHealth FgColor "FgColor" Linear 0.0 0.03
+
+ Animate HudHealth Blur "3" Linear 0.0 0.1
+ Animate HudHealth Blur "0" Deaccel 0.1 2.0
+}
+
+event HealthIncreasedBelow20
+{
+ Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
+ Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
+
+ Animate HudHealth Blur "3" Linear 0.0 0.1
+ Animate HudHealth Blur "0" Deaccel 0.1 2.0
+}
+
+event SuitPowerIncreasedAbove20
+{
+ StopEvent SuitLoop 0.0
+ StopEvent SuitPulse 0.0
+ StopEvent SuitPowerZero 0.0
+
+ Animate HudSuit Alpha "255" Linear 0.0 0.0
+
+ Animate HudSuit BgColor "BgColor" Linear 0.0 0.0
+
+ Animate HudSuit TextColor "FgColor" Linear 0.0 0.05
+ Animate HudSuit FgColor "FgColor" Linear 0.0 0.05
+
+ Animate HudSuit Blur "3" Linear 0.0 0.1
+ Animate HudSuit Blur "0" Deaccel 0.1 2.0
+}
+
+
+event SuitPowerIncreasedBelow20
+{
+ StopEvent SuitPowerZero 0.0
+ Animate HudSuit Alpha "255" Linear 0.0 0.0
+
+ Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
+ Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
+
+ Animate HudSuit Blur "3" Linear 0.0 0.1
+ Animate HudSuit Blur "0" Deaccel 0.1 2.0
+}
+
+event SuitPowerZero
+{
+ StopEvent SuitLoop 0.0
+ StopEvent SuitPulse 0.0
+ StopEvent SuitArmorLow 0.0
+ StopEvent SuitDamageTaken 0.0
+
+ Animate HudSuit Alpha "0" Linear 0.0 0.4
+}
+
+event TestMovement
+{
+ Animate HudHealth Position "256 120" Linear 0.0 2.0
+ Animate HudHealth Size "128 24" Linear 0.0 1.5
+}
+
+event HealthDamageTaken
+{
+ Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
+ Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
+
+ Animate HudHealth Blur "3" Linear 0.0 0.1
+ Animate HudHealth Blur "0" Deaccel 0.1 2.0
+
+ Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
+ Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2
+}
+
+event SuitDamageTaken
+{
+ Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
+ Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
+
+ Animate HudSuit Blur "3" Linear 0.0 0.1
+ Animate HudSuit Blur "0" Deaccel 0.1 2.0
+
+ Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
+ Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
+}
+
+// health has been damaged to below 20%
+event HealthLow
+{
+ StopEvent HealthDamageTaken 0.0
+ StopEvent HealthPulse 0.0
+ StopEvent HealthLoop 0.0
+
+ Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1
+ Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75
+
+ Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2
+ Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2
+
+ Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
+ Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2
+
+ Animate HudHealth Blur "5" Linear 0.0 0.1
+ Animate HudHealth Blur "3" Deaccel 0.1 0.9
+
+ RunEvent HealthPulse 1.0
+}
+
+event HealthPulse
+{
+ Animate HudHealth Blur "5" Linear 0.0 0.1
+ Animate HudHealth Blur "2" Deaccel 0.1 0.8
+ Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1
+ Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8
+ Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1
+ Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8
+
+ RunEvent HealthLoop 0.8
+}
+
+// call to loop HealthPulse
+event HealthLoop
+{
+ RunEvent HealthPulse 0.0
+}
+
+
+// suit armor has been damaged to below 20%
+event SuitArmorLow
+{
+ StopEvent SuitDamageTaken 0.0
+ StopEvent SuitPulse 0.0
+ StopEvent SuitLoop 0.0
+
+// removing this effect -- matching it to the event for normal suit damage
+// so, there will be no special indication (redness, flashing)
+// in the hud that the suit armor is low
+
+// Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1
+// Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75
+
+ Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
+ Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
+
+ Animate HudSuit Blur "3" Linear 0.0 0.1
+ Animate HudSuit Blur "0" Deaccel 0.1 2.0
+
+ 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
+}
|