// 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 // 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 // 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 // // SetFont // // SetTexture // // SetString event LevelInit { } event FlashCurrentTime { Animate CurrentTimeDigits FgColor "0 255 0 255" Linear 0.0 0.0 Animate CurrentTimeDigits FgColor "255 255 255 255" Accel 0.1 0.5 } event FlashCurrentScavengeTime { Animate CurrentScavengeTimeDigits FgColor "255 0 0 255" Linear 0.0 0.0 Animate CurrentScavengeTimeDigits FgColor "255 255 255 255" Accel 0.1 0.5 } event StartScavengeOvertime { Animate CurrentTimeBackgroundOverlay Alpha "128" Pulse 999 0 999 } event EndScavengeOvertime { StopEvent StartScavengeOvertime 0.0 Animate CurrentTimeBackgroundOverlay Alpha "0" Linear 0.0 0.5 } event FlashCurrentCooldownTime { Animate CurrentHoldoutTimeDigits FgColor "255 0 0 255" Linear 0.0 0.0 Animate CurrentHoldoutTimeDigits FgColor "255 255 255 255" Accel 0.1 0.5 } event TargetTimeTransition { Animate TargetTimeDigits Alpha "255" Linear 0.0 2.0 Animate TargetTransition Alpha "0" Linear 0.0 0.75 Animate HudSurvivalTimer TargetTransitionYOffset "150" Accel 0.0 1.0 } event RecordTimeTransition { StopEvent TargetTimeTransition 0.0 Animate Timer Alpha "0" Spline 0.0 0.5 Animate GoalImage Alpha "0" Spline 0.0 0.5 Animate TargetTimeDigits Alpha "0" Spline 0.0 0.5 Animate TargetTransition Alpha "0" Spline 0.0 0.5 Animate NextGoalDescriptor Alpha "0" Spline 0.0 0.5 Animate SurvivalTimerBackgroundImage Alpha "0" Spline 0.0 0.5 Animate SurvivalTargetTimeBackgroundImage Alpha "0" Spline 0.0 0.5 Animate CurrentTimeDigits Position "152, 32" Spline 0.0 1.0 Animate CurrentTimeBackground Position "130, 25" Spline 0.0 1.0 Animate AwesomeLabel Alpha "255" Spline 0.0 1.0 } 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 PrimaryAmmoIncrement { } event PrimaryAmmoDecrement { Animate HudAmmoPrimary FgColor "HudIcon_Red" Linear 0.0 0.0001 Animate HudAmmoPrimary FgColor "FgColor" Accel 0.0 3.0 } event PrimaryAmmoEmpty { } event SecondaryAmmoIncrement { } event SecondaryAmmoDecrement { Animate HudAmmoPrimary FgColor "HudIcon_Red" Linear 0.0 0.0001 Animate HudAmmoPrimary FgColor "FgColor" Accel 0.0 3.0 } event SecondaryAmmoEmpty { } event ShowPrimaryAmmoClipShowSecondaryAmmo { // Turn on secondary Animate HudAmmoSecondary Alpha "255" Linear 0.0 0.4 // Turn on secondary Animate HudAmmoPrimaryClip Alpha "255" Linear 0.0 0.4 // Move primary to left // Animate HudAmmoPrimary Position "r125 400" Deaccel 0.0 0.4 // Animate HudAmmoPrimaryClip Position "r55 400" Deaccel 0.0 0.4 } event ShowPrimaryAmmoClipHideSecondaryAmmo { // Turn off secondary Animate HudAmmoSecondary Alpha "0" Linear 0.0 0.4 // Turn on secondary Animate HudAmmoPrimaryClip Alpha "255" Linear 0.0 0.4 // Move primary to left // Animate HudAmmoPrimary Position "r100 400" Deaccel 0.0 0.4 // Animate HudAmmoPrimaryClip Position "r30 400" Deaccel 0.0 0.4 } event HidePrimaryAmmoClipShowSecondaryAmmo { // Turn on secondary Animate HudAmmoSecondary Alpha "255" Linear 0.0 0.4 // Turn off secondary Animate HudAmmoPrimaryClip Alpha "0" Linear 0.0 0.4 // Move primary to left // Animate HudAmmoPrimary Position "100 400" Deaccel 0.0 0.4 // Animate HudAmmoPrimaryClip Position "r30 400" Deaccel 0.0 0.4 } event HidePrimaryAmmoClipHideSecondaryAmmo { // Turn off secondary Animate HudAmmoSecondary Alpha "0" Linear 0.0 0.4 // Turn off secondary Animate HudAmmoPrimaryClip Alpha "0" Linear 0.0 0.4 // Move primary to left // Animate HudAmmoPrimary Position "r70 400" Deaccel 0.0 0.4 // Animate HudAmmoPrimaryClip Position "r30 400" Deaccel 0.0 0.4 } //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 HealthOnPills { Animate HudHealth FgColor "HudIcon_Cyan" Linear 0.0 0.01 } event HealthTookDamage { Animate HudHealth FgColor "HudIcon_Red" Linear 0.0 0.01 Animate HudHealth FgColor "FgColor" Pulse 8 0.0 1.0 } event HealthTookDamageOnPills { Animate HudHealth FgColor "HudIcon_Red" Linear 0.0 0.01 Animate HudHealth FgColor "HudIcon_Cyan" Pulse 8 0.0 1.0 } event HealthRestored { Animate HudHealth FgColor "OrangeDim" Linear 0.0 0.01 } event HealthRestoredTerritory { Animate HudHealth FgColor "HudIcon_Green" Linear 0.0 0.01 Animate HudHealth FgColor "FgColor" Pulse 2 0.0 1.0 } event ShoppingCartEnteredZone { Animate HudShoppingCart IconColor "FgColor" Linear 0.0 0.01 Animate HudShoppingCart IconColor "HudIcon_Green" Pulse 6 0.0 10 } event TerritoryScoreCritical { Animate TerritoryScore TextColor "FgColor" Linear 0.0 0.01 Animate TerritoryScore TextColor "HudIcon_Red" Pulse 900 0.0 1000 } event HintMessageShow { Animate HudHintDisplay HintSize "1" Deaccel 0.0 0.3 Animate HudHintDisplay FgColor "HintMessageFg" Linear 0.4 0.4 // flash text Animate HudHintDisplay FgColor "HintMessageFg" Linear 1.5 0.01 Animate HudHintDisplay FgColor "255 220 0 255" Linear 2.0 0.2 Animate HudHintDisplay FgColor "HintMessageFg" Linear 2.2 0.2 Animate HudHintDisplay FgColor "255 220 0 255" Linear 3.0 0.2 Animate HudHintDisplay FgColor "HintMessageFg" 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 } event MapOff { Animate overview Position "640 0" Linear 0.0 0.001 Animate overview Size "0 0" Linear 0.0 0.001 } event MapZoomToSmall { Animate overview Position "r165 5" Linear 0.0 0.2 Animate overview Size "160 120" Linear 0.0 0.2 StopAnimation overview zoom 0.0 Animate overview zoom "1.0" Linear 0.0 0.0001 Animate overview zoom "3.0" Spline 0.0001 1.0 } event MapZoomToLarge { Animate overview Position "c-300 20" Linear 0.0 0.2 Animate overview Size "600 440" Linear 0.0 0.2 StopAnimation overview zoom 0.0 Animate overview zoom "1.0" Spline 0.0 0.2 } event TargetIDReviveProgress { Animate TargetIDLabel Position "c-86 c+54" Linear 0.0 0.001 } event TargetIDNormal { Animate TargetIDLabel Position "c-10 c+20" Linear 0.0 0.001 } event ZombieIntroPanelOpen { Animate HudChat Position "10 135" Linear 0.0 0.001 Animate HudMenu Position "0 -140" Linear 0.0 0.001 Animate HudCredits Position "c-270 50" Linear 0.0 0.001 Animate HudCredits Size "540 200" Linear 0.0 0.001 } event DeathPanelOpen { Animate HudChat Position "200 275" Linear 0.0 0.001 Animate HudMenu Position "200 0" Linear 0.0 0.001 } event ResetChatPosition { Animate HudChat Position "10 275" Linear 0.0 0.001 Animate HudMenu Position "0 0" Linear 0.0 0.001 Animate HudCredits Position "c-270 c-190" Linear 0.0 0.001 Animate HudCredits Size "540 380" Linear 0.0 0.001 } event StartItemPickup1 { // fade in over 0.3 seconds Animate image1 Alpha 0 Linear 0.0 0.001 Animate image1 Alpha 255 Linear 0.001 0.3 Animate bg1 Alpha 0 Linear 0.0 0.001 Animate bg1 Alpha 255 Linear 0.001 0.3 // move into final position Animate image1 Position "c20 c-10" Linear 0.0 0.001 Animate image1 Position "c60 c-65" Linear 0.001 0.2 Animate bg1 Position "c18 c-12" Linear 0.0 0.001 Animate bg1 Position "c58 c-67" Linear 0.001 0.2 // start moving towards the weapon selection Animate image1 Position "r10 c-50" Linear 1.5 0.5 Animate bg1 Position "r12 c-52" Linear 1.5 0.5 // fade out Animate image1 Alpha 0 Accel 1.6 0.3 Animate bg1 Alpha 0 Accel 1.6 0.3 } event StartItemPickup2 { // fade in over 0.3 seconds Animate image2 Alpha 0 Linear 0.0 0.001 Animate image2 Alpha 255 Linear 0.001 0.3 Animate bg2 Alpha 0 Linear 0.0 0.001 Animate bg2 Alpha 255 Linear 0.001 0.3 // move into final position Animate image2 Position "c20 c-10" Linear 0.0 0.001 Animate image2 Position "c60 c-25" Linear 0.001 0.2 Animate bg2 Position "c18 c-12" Linear 0.0 0.001 Animate bg2 Position "c58 c-27" Linear 0.001 0.2 // start moving towards the weapon selection Animate image2 Position "r10 c-50" Linear 1.5 0.5 Animate bg2 Position "r12 c-52" Linear 1.5 0.5 // fade out Animate image2 Alpha 0 Accel 1.6 0.3 Animate bg2 Alpha 0 Accel 1.6 0.3 } event StartItemPickup3 { // fade in over 0.3 seconds Animate image3 Alpha 0 Linear 0.0 0.001 Animate image3 Alpha 255 Linear 0.001 0.3 Animate bg3 Alpha 0 Linear 0.0 0.001 Animate bg3 Alpha 255 Linear 0.001 0.3 // move into final position Animate image3 Position "c20 c-10" Linear 0.0 0.001 Animate image3 Position "c60 c15" Linear 0.001 0.2 Animate bg3 Position "c18 c-12" Linear 0.0 0.001 Animate bg3 Position "c58 c13" Linear 0.001 0.2 // start moving towards the weapon selection Animate image3 Position "r10 c-50" Linear 1.5 0.5 Animate bg3 Position "r12 c-52" Linear 1.5 0.5 // fade out Animate image3 Alpha 0 Accel 1.6 0.3 Animate bg3 Alpha 0 Accel 1.6 0.3 } event CleanupItemPickup { // force hide everything Animate image1 Alpha 0 Linear 0.0 0.0 Animate image2 Alpha 0 Linear 0.0 0.0 Animate image3 Alpha 0 Linear 0.0 0.0 Animate bg1 Alpha 0 Linear 0.0 0.0 Animate bg2 Alpha 0 Linear 0.0 0.0 Animate bg3 Alpha 0 Linear 0.0 0.0 } event PulsePickedUpWeaponSlot { Animate HudWeaponSelection pulse_alpha 255 Linear 0.0 0.001 Animate HudWeaponSelection pulse_alpha 0 Linear 1.5 0.001 Animate HudWeaponSelection pulse_alpha 255 Pulse 4 1.501 2.5 } // Commentary hud element event ShowCommentary { StopEvent HideCommentary 0.0 Animate HudCommentary Alpha 255 Linear 0.0 0.5 } event HideCommentary { StopEvent ShowCommentary 0.0 Animate HudCommentary Alpha 0 Linear 0.0 0.5 } event PulseYesVote { Animate NoBackground_Selected Alpha 0 Linear 0.0 0.001 Animate YesBackground_Selected Alpha 255 Linear 0.0 0.001 Animate YesBackground_Selected Alpha 0 Linear 0.5 1.5 Animate YesLeftLabel Alpha 0 Linear 1.25 1.7 Animate YesIcon Alpha 0 Linear 1.25 1.7 Animate YesRightLabel Alpha 0 Linear 1.25 1.7 Animate NoLeftLabel Alpha 0 Linear 1.25 1.7 Animate NoIcon Alpha 0 Linear 1.25 1.7 Animate NoRightLabel Alpha 0 Linear 1.25 1.7 Animate YesPCLabel Alpha 0 Linear 1.25 1.7 Animate NoPCLabel Alpha 0 Linear 1.25 1.7 } event PulseNoVote { Animate YesBackground_Selected Alpha 0 Linear 0.0 0.001 Animate NoBackground_Selected Alpha 255 Linear 0.0 0.001 Animate NoBackground_Selected Alpha 0 Linear 0.5 1.5 Animate YesLeftLabel Alpha 0 Linear 1.25 1.7 Animate YesIcon Alpha 0 Linear 1.25 1.7 Animate YesRightLabel Alpha 0 Linear 1.25 1.7 Animate NoLeftLabel Alpha 0 Linear 1.25 1.7 Animate NoIcon Alpha 0 Linear 1.25 1.7 Animate NoRightLabel Alpha 0 Linear 1.25 1.7 Animate YesPCLabel Alpha 0 Linear 1.25 1.7 Animate NoPCLabel Alpha 0 Linear 1.25 1.7 } event HideVoteBackgrounds { Animate YesBackground_Selected Alpha 0 Linear 0.0 0.001 Animate NoBackground_Selected Alpha 0 Linear 0.0 0.001 Animate YesLeftLabel Alpha 255 Linear 0.0 0.001 Animate YesIcon Alpha 255 Linear 0.0 0.001 Animate YesRightLabel Alpha 255 Linear 0.0 0.001 Animate NoLeftLabel Alpha 255 Linear 0.0 0.001 Animate NoIcon Alpha 255 Linear 0.0 0.001 Animate NoRightLabel Alpha 255 Linear 0.0 0.001 Animate YesPCLabel Alpha 255 Linear 0.0 0.001 Animate NoPCLabel Alpha 255 Linear 0.0 0.001 }