// 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 // Gain - < bias > Lower bias values bias towards 0.5 and higher bias values bias away from it. // Bias - < bias > Lower values bias the curve towards 0 and higher values bias it towards 1. // // 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 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 -70" Linear 0.0 0.001 Animate HudTournamentSetup Position "c-90 70" Spline 0.001 0.2 } event HudTournamentSetupPanelClose { Animate HudTournamentSetup Position "c-90 70" Linear 0.0 0.001 Animate HudTournamentSetup Position "c-90 -70" Spline 0.001 0.2 } //==================================== // Flash the medic charge hud when we have full charge event HudMedicCharged { Animate ChargeLabel FgColor "TanLight" Linear 0.0 0.1 Animate ChargeLabel FgColor "TanDarker" Linear 0.3 0.4 Animate ChargeMeter FgColor "TanLight" Linear 0.0 0.1 Animate ChargeMeter FgColor "TanDarker" 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 ChargeMeter 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 ActiveTimerHighlight { Animate TimePanelValue FgColor TanLight Linear 0.1 0.1 Animate TimePanelValue FgColor "142 134 115 255" Linear 0.3 0.1 Animate TimePanelValue FgColor TanLight Linear 0.5 0.1 Animate TimePanelValue FgColor "142 134 115 255" Linear 0.7 0.1 Animate TimePanelValue FgColor TanLight Linear 0.9 0.1 Animate TimePanelValue FgColor "142 134 115 255" Linear 1.1 0.1 Animate TimePanelValue FgColor TanLight Linear 1.3 0.3 } event ActiveTimerDim { // Slow fade out Animate TimePanelValue FgColor "142 134 115 255" Linear 0.0 0.4 } //=========================================== event OvertimeLabelPulseRed { Animate OvertimeLabel FgColor TanLight Linear 0.0 0.3 Animate OvertimeLabel FgColor RedSolid Linear 0.3 0.3 RunEvent OvertimeLabelPulseRed 0.6 } event SuddenDeathLabelPulseRed { Animate SuddenDeathLabel FgColor TanLight Linear 0.0 0.3 Animate SuddenDeathLabel FgColor RedSolid Linear 0.3 0.3 RunEvent SuddenDeathLabelPulseRed 0.2 } //=========================================== 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 { // empty } //=========================================== 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 } event RDPositiveScorePulse { Animate Score FgColor "25 255 25 255" Linear 0.0 0.0 Animate Score FgColor "TanLight" Linear 0.1 0.2 Animate Score Position "3 5" Deaccel 0.0 0.05 Animate Score Position "3 10" Accel 0.05 0.2 Animate ScoreShadow FgColor "0 0 0 200" Deaccel 0.0 0.05 Animate ScoreShadow FgColor "0 0 0 255" Accel 0.1 0.2 } event RDNegativeScorePulse { Animate Score FgColor "255 75 75 255" Linear 0.0 0.0 Animate Score FgColor "TanLight" Linear 0.1 0.2 Animate Score Position "3 5" Deaccel 0.0 0.05 Animate Score Position "3 10" Accel 0.05 0.2 Animate ScoreShadow FgColor "0 0 0 200" Deaccel 0.0 0.05 Animate ScoreShadow FgColor "0 0 0 255" Accel 0.1 0.2 } event QuestNotification_Present { Animate MainContainer Position "r0 94" Deaccel 0 0 Animate MainContainer Position "r115 94" Deaccel 0.01 0.4 } event QuestNotification_Hide { Animate MainContainer Position "r115 94" Deaccel 0 0 Animate MainContainer Position "r0 94" Deaccel 0.01 0.4 } event ItemCard_ShowPinHint { Animate PinLabel Position "0 -20" Deaccel 0 0 Animate PinLabel FgColor "TanLight" Linear 0.2 0 Animate PinLabel Position "0 0" Deaccel 0.2 0.2 } event ItemCard_HidePinHint { Animate PinLabel Position "0 5" Deaccel 0 0.3 Animate PinLabel Position "0 -20" Accel 0.3 0.1 } event ItemCard_ShowCloseButton { Animate CloseButton Position "-8 -68" Deaccel 0 0.3 Animate CloseButton Position "-8 -68" Accel 0.3 0.1 } event ItemCard_HideCloseButton { Animate CloseButton Position "-30 -90" Deaccel 0 0.0 } event QuestItem_StaticPhoto_Reveal { Animate StaticPhoto Alpha "0" Accel 0 2 } event HideStamp { SetVisible ApplyStampButton 0 0 } event CollectionCrafting_Intro { // Reset SetVisible ApplyStampButton 0 0 SetVisible Stamp 0 0 Animate Stamp xpos c140 Accel 0 0 Animate DrawingPanel xpos c0 Accel 0 0 Animate DrawingPanel wide 0 Accel 0 0 Animate LetterFront xpos c0 Accel 0 0 Animate LetterFront wide 0 Accel 0 0 Animate LetterBack_Top xpos c-250 Accel 0 0 Animate LetterBack_Top ypos 400 Accel 0 0 Animate LetterBack_Top wide 500 Accel 0 0 Animate LetterBack_Bottom xpos c-250 Accel 0 0 Animate LetterBack_Bottom ypos 400 Accel 0 0 Animate LetterBack_Bottom wide 500 Accel 0 0 Animate LetterBack_Flap xpos c-250 Accel 0 0 Animate LetterBack_Flap ypos 400 Accel 0 0 Animate LetterBack_Flap wide 500 Accel 0 0 Animate LetterBack_Flap tall 0 Deaccel 0.6 0.4 Animate LetterBack_Top ypos 400 Accel 0 0 SetVisible ReturnModel 0 0 Animate SendEvelopeButton ypos 280 Accel 0 0 SetVisible SendEvelopeButton 0 0 SetVisible ResponseTimeout 0 0 SetVisible WaitingForResponse 0 0 SetVisible ShowExplanationsButton1 1 0 SetVisible ShowExplanationsButton2 0 0 Animate TradeUpContainer wide 800 Accel 0 0 // Slide paper down Animate TradeUpContainer Position "0 60" Deaccel 0 0.3 // Slider BG up Animate BG Position "0 34" Deaccel 0 0.3 // Fade dimmer down Animate Dimmer Alpha "255" Linear 0 0.4 } event CollectionCrafting_LetterStart { // Slide envelope up FireCommand 0.0 "playsound ui/trade_up_envelope_slide_in.wav" Animate LetterBack_Bottom ypos 60 Deaccel 0 0.3 Animate LetterBack_Flap ypos 60 Deaccel 0 0.3 Animate LetterBack_Top ypos 60 Deaccel 0 0.3 SetVisible ShowExplanationsButton1 0 0 // Close flap FireCommand 0.3 "playsound ui/trade_up_envelope_fold.wav" Animate LetterBack_Flap tall 250 Deaccel 0.4 0.2 // Start Flip FireCommand 0.8 "playsound ui/trade_up_envelope_spin.wav" Animate TradeUpContainer wide 0 Accel 0.8 0 Animate LetterBack_Bottom wide 0 Accel 0.8 0.2 Animate LetterBack_Bottom xpos c0 Accel 0.8 0.2 Animate LetterBack_Flap wide 0 Accel 0.8 0.2 Animate LetterBack_Flap xpos c0 Accel 0.8 0.2 Animate LetterBack_Top wide 0 Accel 0.8 0.2 Animate LetterBack_Top xpos c0 Accel 0.8 0.2 // End Flips Animate LetterFront xpos c-250 Deaccel 1.0 0.2 Animate LetterFront wide 500 Deaccel 1.0 0.2 Animate DrawingPanel xpos c-250 Deaccel 1.0 0.2 Animate DrawingPanel wide 500 Deaccel 1.0 0.2 SetVisible ApplyStampButton 1 1.3 SetVisible ShowExplanationsButton2 1 1.3 } event CollectionCrafting_PlaceStamp { SetVisible Stamp 1 0 SetVisible ApplyStampButton 0 0 FireCommand 0 "playsound ui/trade_up_apply_stamp.wav" } event CollectionCrafting_LetterSend { SetVisible ShowExplanationsButton2 0 0 SetVisible SendEvelopeButton 0 0 Animate Stamp xpos c70 Deaccel 0 0.3 Animate LetterFront xpos c-320 Deaccel 0 0.3 Animate DrawingPanel xpos c-320 Deaccel 0 0.3 RunEventChild BehindItemParticlePanel StartParticle2 0.3 Animate Stamp xpos 1120 Accel 0.3 0.2 Animate LetterFront xpos 1000 Accel 0.3 0.2 Animate DrawingPanel xpos 1000 Accel 0.3 0.2 SetVisible CloseButton 0 0 FireCommand 0.2 "playsound ui/trade_up_envelope_slide_out.wav" } event StartParticle0 { FireCommand 0 "start0" } event StartParticle1 { FireCommand 0 "start1" } event StartParticle2 { FireCommand 0 "start2" } event ShowFoundLabels { Animate YouTradedForLabel alpha 0 Linear 0 0 Animate ItemName alpha 0 Linear 0 0 Animate YouTradedForLabel alpha 255 Linear 3 1 Animate ItemName alpha 255 Linear 3 1 } event CollectionCrafting_ItemRecieved { RunEventChild NewItemPanel ShowFoundLabels 0 FireCommand 0 "playcratesequence1" SetVisible NewItemPanel 0 0 SetVisible ReturnModel 1 0.05 RunEventChild BehindItemParticlePanel StartParticle1 0.2 FireCommand 0 "playsound ui/trade_up_crate_smash.wav" SetVisible NewItemPanel 1 1.5 SetVisible CloseButton 1 1.5 FireCommand 2.1 "playcratesequence2" // RunEventChild BehindItemParticlePanel PlayNewItemParticles 1.5 FireCommand 1.0 "playsound player/taunt_medic_heroic.wav" } event CollectionCrafting_OKBlink_Repeatable { Animate OkButton FgColor Red Linear 0 0.1 Animate OkButton FgColor TanLight Linear 0.1 0.1 } event CollectionCrafting_OKBlink { RunEvent CollectionCrafting_OKBlink_Repeatable 0 RunEvent CollectionCrafting_OKBlink_Repeatable 0.2 RunEvent CollectionCrafting_OKBlink_Repeatable 0.4 RunEvent CollectionCrafting_OKBlink_Repeatable 0.6 } event CollectionCrafting_ShowSendButton { SetVisible SendEvelopeButton 1 0 Animate SendEvelopeButton ypos 320 Deaccel 0 0.5 } event CollectionCrafting_ShowWaiting { SetVisible WaitingForResponse 1 0 } event CollectionCrafting_HideWaiting { SetVisible WaitingForResponse 0 0 } event CollectionCrafting_ShowFailure { SetVisible ResponseTimeout 1 0 SetVisible CloseButton 1 0 } event CollectionCrafting_WaitForItemsOnly { // Set Everything Invisible SetVisible ReturnModel 0 0 SetVisible SendEvelopeButton 0 0 SetVisible ResponseTimeout 0 0 SetVisible WaitingForResponse 0 0 SetVisible ShowExplanationsButton1 0 0 SetVisible ShowExplanationsButton2 0 0 SetVisible ShowExplanationsButton2 0 0 SetVisible SendEvelopeButton 0 0 SetVisible CloseButton 0 0 SetVisible ApplyStampButton 0 0 SetVisible Stamp 0 0 Animate Stamp xpos c140 Accel 0 0 Animate DrawingPanel xpos c0 Accel 0 0 Animate DrawingPanel wide 0 Accel 0 0 Animate LetterFront xpos c0 Accel 0 0 Animate LetterFront wide 0 Accel 0 0 Animate LetterBack_Top xpos c-250 Accel 0 0 Animate LetterBack_Top ypos 400 Accel 0 0 Animate LetterBack_Top wide 500 Accel 0 0 Animate LetterBack_Bottom xpos c-250 Accel 0 0 Animate LetterBack_Bottom ypos 400 Accel 0 0 Animate LetterBack_Bottom wide 500 Accel 0 0 Animate LetterBack_Flap xpos c-250 Accel 0 0 Animate LetterBack_Flap ypos 400 Accel 0 0 Animate LetterBack_Flap wide 500 Accel 0 0 Animate LetterBack_Flap tall 0 Deaccel 0.6 0.4 Animate LetterBack_Top ypos 400 Accel 0 0 // Slider BG up Animate BG Position "0 34" Deaccel 0 0.3 // Fade dimmer down Animate Dimmer Alpha "255" Linear 0 0.4 } //-------------------------------------------------------------------------- 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_Options_Flash { Animate OptionsButton FgColor LightOrange Linear 0 0.1 Animate OptionsButton FgColor TanLight Linear 0.1 0.1 Animate OptionsButton FgColor LightOrange Linear 0.2 0.1 Animate OptionsButton FgColor TanLight Linear 0.3 0.1 Animate OptionsButton FgColor LightOrange Linear 0.4 0.1 Animate OptionsButton FgColor TanLight Linear 0.5 0.1 } //-------------------------------------------------------------------------- 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 SetInputEnabled FrontFolderContainer 0 0 RunEvent QuestItem_Options_Flash 1 } 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 SetInputEnabled FrontFolderContainer 1 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 SetInputEnabled FrontFolderContainer 1 0 } //-------------------------------------------------------------------------- event QuestItem_Operation2_Expand { StopEvent QuestItem_Operation2_Collapse 0 RunEventChild IdentifyButtonContainer QuestItem_Identify_Expand 0.4 RunEventChild TurnInContainer QuestItem_Complete_Expand 0.4 Animate FrontFolderContainer xpos -270 Gain 0.75 0.4 0.3 Animate BackFolderContainer xpos -270 Gain 0.75 0.4 0.3 Animate FrontFolderContainer xpos -10 Gain 0.75 0.7 0.3 Animate BackFolderContainer xpos 0 Gain 0.75 0.7 0.3 SetVisible FrontFolderContainer 0 0.7 SetVisible BackFolderContainer 1 0.7 SetInputEnabled FrontFolderContainer 0 0 RunEvent QuestItem_Options_Flash 1 } event QuestItem_Operation2_Collapse { StopEvent QuestItem_Operation2_Expand 0 RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0 RunEventChild TurnInContainer QuestItem_Complete_Collapse 0 Animate FrontFolderContainer xpos -270 Gain 0.75 0.0 0.3 Animate BackFolderContainer xpos -270 Gain 0.75 0.0 0.3 Animate FrontFolderContainer xpos 0 Gain 0.75 0.3 0.4 Animate BackFolderContainer xpos 0 Gain 0.75 0.3 0.4 SetVisible FrontFolderContainer 1 0.3 SetVisible BackFolderContainer 0 0.3 SetInputEnabled FrontFolderContainer 1 0 } event QuestItem_Operation2_TurningIn { RunEventChild TurnInContainer QuestItem_Complete_Progress 0 } event QuestItem_Operation2_Reset { StopEvent QuestItem_Operation2_Collapse 0 StopEvent QuestItem_Operation2_Expand 0 RunEventChild IdentifyButtonContainer QuestItem_Identify_Collapse 0 RunEventChild TurnInContainer QuestItem_Complete_Collapse 0 Animate FrontFolderContainer xpos 0 Linear 0 0 Animate BackFolderContainer xpos 0 Linear 0 0 SetVisible FrontFolderContainer 1 0 SetVisible BackFolderContainer 0 0 SetInputEnabled FrontFolderContainer 1 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 SetInputEnabled FrontFolderContainer 0 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 RunEvent QuestItem_Options_Flash 1 } 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 SetInputEnabled 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 SetInputEnabled FrontFolderContainer 1 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 120 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 0 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 } //-------------------------------------------------------------------------- event CompetitiveGame_LowerChatWindow { Animate HudChat ypos r140 Accel 0 0 } event CompetitiveGame_RestoreChatWindow { Animate HudChat ypos 275 Accel 0 0 } event HudTournament_MoveChatWindow { RunEvent CompetitiveGame_LowerChatWindow 0 RunEvent CompetitiveGame_RestoreChatWindow 10 } //-------------------------------------------------------------------------- event HudTournament_MoveTimerDown { Animate CountdownLabel ypos 150 Linear 0 0 Animate CountdownLabelShadow ypos 150 Linear 0 0 SetVisible CountdownBG 0 5 SetVisible CountdownLabel 1 0 SetVisible CountdownLabelShadow 1 0 Animate CountdownLabel ypos c-3 Gain 0.75 0 0.4 Animate CountdownLabelShadow ypos c0 Gain 0.75 0 0.4 SetVisible TournamentConditionLabel 0 2 SetVisible CountdownLabel 0 3 SetVisible CountdownLabelShadow 0 3 } event HudTournament_AnimateTeams_In { Animate RedTeamPanel xpos c150 Accel 0 0.25 Animate BlueTeamPanel xpos c-300 Accel 0 0.25 } event HudTournament_AnimateTeams_Out { Animate RedTeamPanel xpos r-5 Accel 0 0.68 Animate BlueTeamPanel xpos -155 Accel 0 0.68 } event HudMatchStatus_ShowMatchStartDoors { SetVisible MatchDoors 1 0 SetVisible BlueTeamPanel 1 0 SetVisible RedTeamPanel 1 0 SetVisible CountdownLabel 1 0 SetVisible CountdownLabelShadow 1 0 Animate CountdownLabel ypos 150 Linear 0 0 Animate CountdownLabelShadow ypos 150 Linear 0 0 Animate CountdownLabel ypos c-3 Gain 0.75 0 0.4 Animate CountdownLabelShadow ypos c-0 Gain 0.75 0 0.4 SetVisible HudTournamentBG 0 2 RunEventChild MatchDoors PlayDoorCloseAnim 0 RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45 RunEventChild MatchDoors PlayDoorOpenAnim 7 RunEvent HudTournament_AnimateTeams_In 0.25 RunEvent HudTournament_AnimateTeams_Out 7.70 SetVisible MatchDoors 0 9 SetVisible CountdownLabel 0 9.9 SetVisible CountdownLabelShadow 0 9.9 RunEvent HudTournament_DoorsCleanup 10 SetVisible CountdownBG 1 11 } event HudMatchStatus_ShowRankMatch { // Reset Animate RankUpLabel ypos 95 Linear 0 0 Animate RankUpShadowLabel ypos 97 Linear 0 0 Animate RankUpLabel alpha 0 Linear 0 0 Animate RankUpShadowLabel alpha 0 Linear 0 0 Animate RankUpLabel ypos 80 Deaccel 1 0.2 Animate RankUpShadowLabel ypos 82 Deaccel 1 0.2 Animate RankUpLabel alpha 255 Linear 1 0.4 Animate RankUpShadowLabel alpha 255 Linear 1 0.4 Animate RankUpLabel alpha 0 Linear 7 0.2 Animate RankUpShadowLabel alpha 0 Linear 7 0.2 } event HudMatchStatus_ShowCountdown { SetVisible CountdownLabel 1 0 SetVisible CountdownLabelShadow 1 0 Animate CountdownLabel ypos 150 Linear 0 0 Animate CountdownLabelShadow ypos 150 Linear 0 0 Animate CountdownLabel ypos c-3 Gain 0.75 0 0.4 Animate CountdownLabelShadow ypos c-0 Gain 0.75 0 0.4 SetVisible CountdownLabel 0 9.9 SetVisible CountdownLabelShadow 0 9.9 } event HudTournament_DoorsCleanup { SetVisible MatchDoors 0 0 SetVisible BlueTeamPanel 0 0 SetVisible RedTeamPanel 0 0 Animate RedTeamPanel xpos r-5 Accel 0 0 Animate BlueTeamPanel xpos -155 Accel 0 0 } event PlayDoorSlamParticles { FireCommand 0 "start0" } event PlayDoorCloseAnim { FireCommand 0 "animation close" } event PlayDoorOpenAnim { FireCommand 0 "animation open" } event HudTournament_ShowTimerCompetitive { Animate CountdownLabel ypos 150 Linear 0 0 Animate CountdownLabelShadow ypos 150 Linear 0 0 SetVisible CountdownBG 1 0 SetVisible CountdownLabel 1 0 SetVisible CountdownLabelShadow 1 0 } event HudTournament_ShowTimerDefault { Animate CountdownLabel ypos 425 Linear 0 0 Animate CountdownLabelShadow ypos 425 Linear 0 0 SetVisible CountdownBG 1 0 SetVisible CountdownLabel 1 0 SetVisible CountdownLabelShadow 1 0 } event HudTournament_HideTimer { SetVisible CountdownBG 0 0 SetVisible CountdownLabel 0 0 SetVisible CountdownLabelShadow 0 0 } event HudTournament_ShowRoundSign { SetVisible RoundSignModel 1 0 RunEventChild RoundSignModel HudTournament_PlaySignAnim 0 SetVisible RoundSignModel 0 6 } event HudTournament_PlaySignAnim { FireCommand 0 "animation intro" FireCommand 5 "animation outro" } event TeamStatus_PlayerDead { SetVisible DeathPanel 1 0 SetVisible SkullPanel 1 0 SetVisible respawntime 1 0 Animate DeathPanel ypos 19 Accel 0 0.2 Animate SkullPanel ypos 20 Accel 0 0.2 Animate respawntime ypos 21 Accel 0 0.2 } event TeamStatus_PlayerAlive { Animate DeathPanel ypos 0 Accel 0 0.2 Animate SkullPanel ypos 0 Accel 0 0.2 Animate respawntime ypos 0 Accel 0 0.2 SetVisible DeathPanel 0 0.2 SetVisible SkullPanel 0 0.2 SetVisible respawntime 0 0.2 } event HudMatchStatus_ShowMatchWinDoors { SetVisible MatchDoors 1 0 SetVisible FrontParticlePanel 1 0 RunEventChild MatchDoors PlayDoorCloseAnim 0 RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45 RunEventChild MatchDoors PlayDoorOpenAnim 4.5 SetVisible MatchDoors 0 7 SetVisible FrontParticlePanel 0 7 } event HudMatchStatus_ShowMatchWinDoors_NoOpen { SetVisible MatchDoors 1 0 SetVisible FrontParticlePanel 1 0 RunEventChild MatchDoors PlayDoorCloseAnim 0 RunEventChild FrontParticlePanel PlayDoorSlamParticles 0.45 } event HudMatchSummary_SlideInPanels { Animate BlueTeamPanel xpos 0 Accel 0.25 0.25 Animate RedTeamPanel xpos 0 Accel 0.25 0.25 } event MMenu_PlayList_Expand { Animate ItemsContainer ypos 420 Spline 0 0.4 Animate EventPromo ypos 470 Spline 0 0.4 Animate SafeMode ypos 470 Spline 0 0.4 Animate VRBGPanel ypos 633 Spline 0 0.4 Animate VRModeButton ypos 639 Spline 0 0.4 Animate ShowPromoCodesButton ypos 639 Spline 0 0.4 Animate PlayListContainer Tall 260 Spline 0.0 0.40 FireCommand 0 "soundentry Panel.SlideDown" } event MMenu_PlayList_Collapse { Animate ItemsContainer ypos 160 Spline 0 0.4 Animate EventPromo ypos 210 Spline 0 0.4 Animate SafeMode ypos 210 Spline 0 0.4 Animate VRBGPanel ypos 373 Spline 0 0.4 Animate VRModeButton ypos 379 Spline 0 0.4 Animate ShowPromoCodesButton ypos 379 Spline 0 0.4 Animate PlayListContainer Tall 0 Spline 0 0.4 FireCommand 0 "soundentry Panel.SlideUp" } event MMenu_PlayList_Collapse_Immediate { Animate ItemsContainer ypos 160 Spline 0 0 Animate EventPromo ypos 210 Spline 0 0 Animate VRBGPanel ypos 373 Spline 0 0 Animate VRModeButton ypos 379 Spline 0 0 Animate ShowPromoCodesButton ypos 379 Spline 0 0 Animate PlayListContainer Tall 0 Spline 0 0 } event MMenu_SafeMode_Blink { Animate InfoImage alpha 255 Linear 0.0 0.1 Animate InfoImage alpha 0 Linear 0.1 0.1 Animate InfoImage alpha 255 Linear 0.2 0.1 Animate InfoImage alpha 0 Linear 0.3 0.1 Animate InfoImage alpha 255 Linear 0.4 0.1 RunEvent MMenu_SafeMode_Blink 1 } event PvPRankModelClicked { RunEventChild AboveModelParticlePanel StartParticle1 0 } event PvPRankLevelUpXPBar { Animate ContinuousProgressBar BgColor "100 255 100 255" Linear 0.0 0.1 Animate ContinuousProgressBar BgColor ProgressBackground Linear 0.1 0.3 Animate LevelLabel FgColor "100 255 100 255" Linear 0.0 0.1 Animate LevelLabel FgColor TanLight Linear 4.0 0.3 } event PvPRankLevelUpModel { RunEventChild BelowModelParticlePanel StartParticle0 1.0 RunEventChild AboveModelParticlePanel StartParticle0 1.0 PlaySound 0 "ui/mm_medal_spin_hit.wav" } event PvPRankLevelDownXPBar { Animate ContinuousProgressBar FgColor "255 100 100 255" Linear 0.0 0.1 Animate ContinuousProgressBar FgColor CreditsGreen Linear 0.1 0.3 Animate LevelLabel FgColor "255 100 100 255" Linear 0.0 0.1 Animate LevelLabel FgColor TanLight Linear 4.0 0.3 } event PvPRankLevelDownModel { RunEventChild AboveModelParticlePanel StartParticle2 0.15 PlaySound 0 "ui/mm_rank_down_medal_shoot.wav" PlaySound 0.15 "ui/mm_rank_down_medal_shoot_impact.wav" } event CompetitiveGame_ShowPvPRankPanel { Animate RankBorder ypos r0 Linear 0 0 Animate RankBorder ypos r65 Bias 0.90 0.2 0.3 Animate RankPanel ypos r0 Linear 0 0 Animate RankPanel ypos r285 Bias 0.90 0.2 0.3 RunEventChild RankPanel PvPRankPanelShowXPChange 0 Animate RankModelPanel ypos r0 Linear 0 0 Animate RankModelPanel ypos r1095 Bias 0.90 0.2 0.3 RunEventChild RankModelPanel PvPRankPanelShowXPChange 0 } event PvPRankPanelShowXPChange { FireCommand 0 "update_base_state" FireCommand 1 "begin_xp_lerp" } event PyroVsHeavyWar_ShowChooseScene { // Reset Animate Background ypos -250 Linear 0 0 Animate Heavy ypos -180 Linear 0 0 Animate Pyro ypos -180 Linear 0 0 Animate Foreground ypos -100 Linear 0 0 // Paralax Animate Background ypos -175 Bias 0.9 0 1 Animate Heavy ypos -60 Bias 0.9 0 1 Animate Pyro ypos -60 Bias 0.9 0 1 Animate Foreground ypos 65 Bias 0.9 0 1 } event PyroVsHeavyWar_PyroWinnerScene { // Reset Animate Background ypos -220 Linear 0 0 Animate PyroWinMidground ypos -180 Linear 0 0 Animate Foreground ypos 40 Linear 0 0 // Paralax Animate Background ypos -175 Bias 0.9 0 1 Animate PyroWinMidground ypos -100 Bias 0.9 0 1 Animate Foreground ypos 75 Bias 0.9 0 1 } event CasualCategory_Checkbox_Hide { Animate Checkbutton xpos 250 Deaccel 0 0.2 Animate Title xpos 115 Deaccel 0 0.2 Animate TitleShadow xpos 116 Deaccel 0 0.2 //Animate Title FgColor TanDark Deaccel 0 0.2 } event CasualCategory_Checkbox_Show { Animate Checkbutton xpos 215 Deaccel 0 0.2 Animate Title xpos 100 Deaccel 0 0.2 Animate TitleShadow xpos 101 Deaccel 0 0.2 //Animate Title FgColor TanLight Deaccel 0 0.2 } event CasualCategory_Selected { Animate Shade BgColor "0 0 0 0" Deaccel 0 0.2 Animate Title FgColor TanLight Deaccel 0 0.2 } event CasualCategory_NotSelected { Animate Shade BgColor "0 0 0 200" Deaccel 0 0.2 Animate Title FgColor TanDark Deaccel 0 0.2 } event HealthProgressBar_Selected { Animate HealthProgressBar Alpha 255 Deaccel 0 0.2 } event HealthProgressBar_NotSelected { Animate HealthProgressBar Alpha 50 Deaccel 0 0.2 } event MMenu_UpdateButton_StartGlow { SetVisible ViewDetailsGlow 1 0 Animate ViewDetailsGlow BgColor "238 103 17 255" Linear 0 0 Animate ViewDetailsGlow Alpha 0 Linear 0.0 0.2 Animate ViewDetailsGlow Alpha 255 Linear 0.2 0.2 Animate ViewDetailsGlow Alpha 0 Linear 0.4 0.2 Animate ViewDetailsGlow Alpha 255 Linear 0.6 0.2 Animate ViewDetailsGlow Alpha 0 Linear 0.8 0.2 Animate ViewDetailsGlow Alpha 255 Linear 1.0 0.2 Animate ViewDetailsGlow BgColor "178 83 22 255" Linear 1.0 1.0 SetVisible ViewWarButtonGlow 1 0 Animate ViewWarButtonGlow BgColor "238 103 17 255" Linear 0 0 Animate ViewWarButtonGlow Alpha 0 Linear 0.0 0.2 Animate ViewWarButtonGlow Alpha 255 Linear 0.2 0.2 Animate ViewWarButtonGlow Alpha 0 Linear 0.4 0.2 Animate ViewWarButtonGlow Alpha 255 Linear 0.6 0.2 Animate ViewWarButtonGlow Alpha 0 Linear 0.8 0.2 Animate ViewWarButtonGlow Alpha 255 Linear 1.0 0.2 Animate ViewWarButtonGlow BgColor "178 83 22 255" Linear 1.0 1.0 RunEvent MMenu_UpdateButton_SubtleGlow 5 } event MMenu_UpdateButton_SubtleGlow { Animate ViewDetailsGlow BgColor "238 103 17 255" Linear 0 0.2 Animate ViewDetailsGlow BgColor "178 83 22 255" Linear 0.2 1.0 Animate ViewWarButtonGlow BgColor "238 103 17 255" Linear 0 0.2 Animate ViewWarButtonGlow BgColor "178 83 22 255" Linear 0.2 1.0 RunEvent MMenu_UpdateButton_SubtleGlow 5 } event XPSourceShow_Positive { Animate SourceLabel Alpha 0 Linear 0 0 Animate SourceLabelGlow Alpha 0 Linear 0 0 Animate SourceLabel Alpha 255 Linear 0.1 0.3 Animate SourceLabel FgColor "100 255 100 255" Linear 0.1 0 Animate SourceLabel FgColor CreditsGreen Linear 0.5 1 Animate SourceLabel Alpha 0 Linear 2.9 0.3 Animate SourceLabelGlow Alpha 255 Linear 0.0 0.1 Animate SourceLabelGlow FgColor "100 255 100 255" Linear 0.1 0 Animate SourceLabelGlow FgColor CreditsGreen Linear 0.5 1 Animate SourceLabelGlow Alpha 200 Linear 0.5 1 Animate SourceLabelGlow Alpha 0 Linear 2.9 0.3 } event XPSourceShow_Negative { Animate SourceLabel Alpha 0 Linear 0 0 Animate SourceLabelGlow Alpha 0 Linear 0 0 Animate SourceLabel Alpha 255 Linear 0.1 0.3 Animate SourceLabel FgColor "255 100 100 255" Linear 0.1 0 Animate SourceLabel FgColor RedSolid Linear 0.5 1 Animate SourceLabel Alpha 0 Linear 2.9 0.1 Animate SourceLabel ypos -15 Linear 0 0.4 Animate SourceLabelGlow Alpha 0 Linear 0 0 } event SurveyShowSequence { Animate Survey ypos 480 Linear 0 0 Animate Survey ypos 150 Linear 1 0.3 Animate Survey ypos 130 Deaccel 1.3 0.1 Animate Survey ypos 150 Accel 1.4 0.1 } event SurveySubmitSequence { // Show submitting SetVisible QuestionContainer 0 0 SetVisible SubmittingContainer 1 0 // Show thanks SetVisible SubmittingContainer 0 2 SetVisible ThanksContainer 1 2 RunEvent SurveyHideSequence 6 } event SurveyDelete { FireCommand 0 "delete" } event SurveyHideSequence { SetVisible CloseButton 0 0 Animate Survey ypos 130 Deaccel 0 0.3 Animate Survey ypos 480 Accel 0.3 0.2 RunEventChild Survey SurveyDelete 0.6 } event MapVoted { Animate VotesLabel ypos 30 Deaccel 0 0.05 Animate VotesLabel ypos 40 Deaccel 0.05 0.1 } event WinningNextMapVote { Animate VotesLabel FgColor CreditsGreen Deaccel 0 0.1.5 } event LosingNextMapVote { Animate VotesLabel FgColor TanLight Deaccel 0 0.1.5 } event QuestMap_Start { FireCommand 0.0 "switch_off" FireCommand 0.4 "switch_on" StopEvent QuestMap_StaticBarOverlayLoop 0 StopEvent QuestMap_StaticBarOverlayBrighten 0 StopEvent QuestMap_StaticBarOverlayDarken 0 StopEvent QuestMap_StaticFadeOut 0 StopEvent QuestMap_StaticBar1Loop 0 StopEvent QuestMap_StaticBar2Loop 0 // Reset Animate StaticBar1 ypos -50 Linear 0 0 Animate StaticBar2 ypos -10 Linear 0 0 Animate StaticOverlay alpha 255 Linear 0 0 Animate StaticOverlay xpos 270 Linear 0 0 Animate StaticOverlay ypos 160 Linear 0 0 Animate StaticOverlay wide 0 Linear 0 0 Animate StaticOverlay tall 0 Linear 0 0 Animate BlackOverlay alpha 255 Linear 0 0 // Grow full wide, and a little tall Animate StaticOverlay ypos 155 Accel 0.01 0.25 Animate StaticOverlay tall 10 Accel 0.01 0.25 Animate StaticOverlay wide 540 Accel 0.01 0.25 Animate StaticOverlay xpos 0 Accel 0.01 0.25 // Grow full tall Animate StaticOverlay tall 320 Accel 0.3 0.15 Animate StaticOverlay ypos 0 Accel 0.3 0.15 Animate BlackOverlay alpha 0 Linear 0.6 0 // Start mostly staticy, then reduce to the loop RunEvent QuestMap_StaticBarOverlayLoop 2 RunEvent QuestMap_StaticBar1Loop 0.7 RunEvent QuestMap_StaticBar2Loop 0.7 } event QuestMap_MapLoaded { // Remove the black and fade out Animate DisconnetedContainer alpha 0 Linear 0.2 0 Animate BlackOverlay alpha 0 Linear 0.6 0 Animate StaticOverlay alpha 20 Deaccel 0.6 1.2 } event QuestMap_LoadingLoop { Animate DisconnetedContainer alpha 255 Linear 0 0 } event QuestMap_StaticFadeOut { RunEvent QuestMap_StaticBar1Loop 0 RunEvent QuestMap_StaticBar2Loop 0 // Start mostly staticy, then reduce to the loop Animate StaticOverlay alpha 255 Linear 0 0 Animate StaticOverlay alpha 20 Deaccel 0 0.4 RunEvent QuestMap_StaticBarOverlayLoop 1 } event QuestMap_StaticBar1Loop { Animate StaticBar1 ypos -50 Linear 0 0 // Reset Animate StaticBar1 ypos r0 Linear 0 5 RunEvent QuestMap_StaticBar1Loop 5 } event QuestMap_StaticBar2Loop { Animate StaticBar2 ypos -10 Linear 0 0 // Reset Animate StaticBar2 ypos r0 Linear 0 15 RunEvent QuestMap_StaticBar2Loop 15 } event QuestMap_StaticBarOverlayLoop { RunEvent QuestMap_StaticBarOverlayBrighten 0 RunEvent QuestMap_StaticBarOverlayDarken 1 } event QuestMap_StaticBarOverlayBrighten { Animate StaticOverlay alpha 30 Linear 0 3 RunEvent QuestMap_StaticBarOverlayBrighten 3 } event QuestMap_StaticBarOverlayDarken { Animate StaticOverlay alpha 1 Linear 0 2 RunEvent QuestMap_StaticBarOverlayDarken 5 } event QuestNodeView_PinTipHighlight { Animate PinTipLabel fgcolor TanDark Linear 1 0.2 Animate PinTipLabel fgcolor TanLight Linear 1.2 0.2 Animate PinTipLabel fgcolor TanDark Linear 1.4 0.2 Animate PinTipLabel fgcolor TanLight Linear 1.6 0.2 } event QuestMapIntro_StageReveal { Animate StageDesc xpos 300 Linear 0 0 Animate StageDesc Alpha 0 Linear 0 0 Animate StageDesc fgcolor TanDark Linear 0 0 Animate StageDesc xpos 270 Deaccel 0 0.4 Animate StageDesc Alpha 255 Bias 0.3 0 0.4 Animate StageDesc fgcolor TanLight Linear 0.4 0.4 } event QuestMapIntro_ShowStage { Animate IntroDesc fgcolor TanDark Linear 0 0.4 } event QuestMapIntro_ClearStage { Animate IntroDesc fgcolor TanLight Linear 0 0.4 } event QuestNodeView_QuestPurchased { FireCommand 2 "show_items" } event QuestViewSubPanel_QuestPurchased { Animate ActivationFlash Alpha 255 Linear 0 0 Animate ActivationFlash wide f0 Linear 0 0 Animate ActivationFlash ypos 0 Linear 0 0 Animate ActivationFlash tall 46 Linear 0 0 Animate ActivationFlash Alpha 0 Deaccel 0.2 0.5 Animate ActivationFlash wide f0 Deaccel 0 0.5 Animate ActivationFlash ypos 46 Linear 0 0.5 Animate ActivationFlash tall 0 Linear 0 0.5 FireCommand 0 "playsoundentry CYOA.OrangePanelCollapse" FireCommand 1 "toggle_expand" FireCommand 1 "playsoundentry CYOA.objectivepanelexpand" SetVisible AcceptButton 0 0 } event QuestViewSubPanel_SelectMouseOver { Animate BGImageDarkener Alpha 0 Linear 0 0.1 } event QuestViewSubPanel_SelectMouseExit { Animate BGImageDarkener Alpha 150 Linear 0 0.1 } event QuestMap_ShowLegend { Animate Legend ypos 240 Bias 0.6 0 0.2 Animate Legend Alpha 255 Linear 0.1 0.1 } event QuestMap_HideLegend { Animate Legend ypos 290 Bias 0.6 0 0.2 Animate Legend Alpha 0 Linear 0 0.1 } event QuestMap_CreditNotificationAcknowledge { RunEventChild CreditNotification QuestMap_CreditHideAnim 0 SetVisible CreditNotification 0 3 } event QuestMap_CreditHideAnim { SetVisible Body 0 0 SetVisible OkButton 0 0 Animate CreditImage xpos 14 Spline 0 1.5 Animate CreditImage ypos 293 Spline 0 1.5 Animate CreditImage wide 15 Spline 0 1.5 Animate CreditImage tall 15 Spline 0 1.5 Animate StaticBG Alpha 0 Bias 0.7 2 1 Animate StaticDarken Alpha 0 Bias 0.7 2 1 } event QuestMap_CreditNotificationShow { RunEventChild CreditNotification QuestMap_CreditShowAnim 0 SetVisible CreditNotification 1 0 } event QuestMap_CreditShowAnim { // Reset everything Animate CreditImage xpos 245 Linear 0 0 Animate CreditImage ypos 130 Linear 0 0 Animate CreditImage wide 50 Linear 0 0 Animate CreditImage tall 50 Linear 0 0 Animate CreditImage alpha 255 Linear 0 0 Animate StaticBG Alpha 255 Linear 0 0 Animate StaticDarken Alpha 255 Linear 0 0 SetVisible Body 1 0 SetVisible OkButton 1 0 } event ObjectiveCompletedByUser { Animate ScorerLabel xpos -20 Bias 0.8 0 0.4 Animate ScorerLabel alpha 0 Linear 1.8 0.2 Animate ScorerLabelBlur xpos -20 Bias 0.8 0 0.4 Animate ScorerLabelBlur alpha 0 Linear 1.8 0.2 } event QuestReport_ContractComplete { RunEventChild QuestCompletionContainer ObjectiveCompletionFanfare 0 firecommand 3.2 "soundentry plng_contract_fully_completed" } event QuestReport_ContractProgress { RunEventChild QuestCompletionContainer ObjectiveCompletionFanfare 0 firecommand 3.2 "soundentry plng_contract_partially_completed" } event ObjectiveCompletionFanfare { // // Reset / hide everything // Animate FolderImage tall 0 Linear 0 0 Animate FolderImage ypos 75 Linear 0 0 Animate ProgressTitle tall 0 Linear 0 0 Animate ProgressTitle ypos 75 Linear 0 0 Animate TopBar xpos r0 Linear 0 0 Animate BottomBar ypos 74 Linear 0 0 Animate BottomBar xpos r0 Linear 0 0 Animate AlphaBG tall 0 Linear 0 0 Animate LineItemContainer tall 0 Linear 0 0 Animate AlphaBG alpha 190 Linear 0 0 // // Animate in // PlaySound 2 "ui/quest_alert.wav" Animate TopBar xpos 0 Bias 0.7 2 0.4 Animate BottomBar xpos 0 Bias 0.7 2 0.4 // // Grow the title and bottom // Animate FolderImage ypos 50 Linear 2.55 0.2 Animate FolderImage tall 25 Linear 2.55 0.2 Animate AlphaBG tall 35 Linear 2.55 0.2 Animate LineItemContainer tall 35 Linear 2.55 0.2 Animate BottomBar ypos 110 Linear 2.55 0.2 Animate ProgressTitle ypos 50 Linear 2.55 0.2 Animate ProgressTitle tall 25 Linear 2.55 0.2 } event ObjectiveCompletionFanfareEnd { // // Collapse // Animate FolderImage tall 0 Linear 2 0.2 Animate FolderImage ypos 75 Linear 2 0.2 Animate ProgressTitle tall 0 Linear 2 0.2 Animate ProgressTitle ypos 75 Linear 2 0.2 Animate BottomBar ypos 74 Linear 2 0.2 Animate AlphaBG tall 0 Linear 2 0.2 Animate LineItemContainer tall 0 Linear 2 0.2 // Animate out Animate TopBar xpos r0 Accel 2.4 0.4 Animate BottomBar xpos r0 Accel 2.4 0.4 } event RegionZoom { FireCommand 0.2 "update_region_visiblity" } // The screen area is 540 x 315 event StartRegionZoomIn { Animate bgimage xpos -108 Linear 0 0.2 Animate bgimage ypos -63 Linear 0 0.2 Animate bgimage wide 756 Linear 0 0.2 Animate bgimage tall 441 Linear 0 0.2 } event StartRegionZoomOut { Animate bgimage xpos 0 Linear 0 0.2 Animate bgimage ypos 0 Linear 0 0.2 Animate bgimage wide 540 Linear 0 0.2 Animate bgimage tall 315 Linear 0 0.2 } event EndRegionZoomIn { // Snap to full-size Animate bgimage xpos 0 Linear 0 0 Animate bgimage ypos 0 Linear 0 0 Animate bgimage wide 540 Linear 0 0 Animate bgimage tall 315 Linear 0 0 // Zoom in Animate bgimage xpos -10 Linear 0.4 0.6 Animate bgimage ypos -10 Linear 0.4 0.6 Animate bgimage wide 560 Linear 0.4 0.6 Animate bgimage tall 335 Linear 0.4 0.6 } event EndRegionZoomOut { // Snap to zoomed Animate bgimage xpos -108 Linear 0 0 Animate bgimage ypos -63 Linear 0 0 Animate bgimage wide 756 Linear 0 0 Animate bgimage tall 441 Linear 0 0 // Zoom out Animate bgimage xpos -10 Deaccel 0.3 0.6 Animate bgimage ypos -10 Deaccel 0.3 0.6 Animate bgimage wide 560 Deaccel 0.3 0.6 Animate bgimage tall 335 Deaccel 0.3 0.6 } event DelayQuestMapClose { // Stop everything StopPanelAnimations StaticOverlay 0 StopPanelAnimations BlackOverlay 0 StopPanelAnimations StaticBar1 0 StopPanelAnimations StaticBar2 0 StopEvent QuestMap_StaticFadeOut 0 StopEvent QuestMap_StaticBarOverlayLoop 0 StopEvent QuestMap_StaticBar1Loop 0 StopEvent QuestMap_StaticBar2Loop 0 StopEvent QuestMap_StaticBarOverlayDarken 0 StopEvent QuestMap_StaticBarOverlayBrighten 0 // Bring up the black on top of the map and the static on top of everything Animate StaticOverlay alpha 255 Linear 0 0.3 Animate BlackOverlay alpha 255 Linear 0 0.3 // Move the bars up off the top. It's a pain to shrink them, so just hide them Animate StaticBar1 ypos -50 Linear 0 0.3 Animate StaticBar2 ypos -10 Linear 0 0.3 // Do the reverse of how we turn on. Shring vertically. Animate StaticOverlay ypos 160 Accel 0.3 0.25 Animate StaticOverlay tall 10 Accel 0.3 0.25 // Squish horizontally Animate StaticOverlay wide 0 Accel 0.55 0.15 Animate StaticOverlay xpos 270 Accel 0.55 0.15 // For real close FireCommand 1.0 "close" } //