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1.58a [anim]
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redid how I structure animations. Added more customizations. Changed the
report player button slightly.
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MedicodiBiscotti committed Mar 11, 2016
1 parent ca05a70 commit 8847654
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2 changes: 1 addition & 1 deletion README.md
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# biscottiHUD
v. 1.58
v. 1.58a

This is my custom HUD for Team Fortress 2 (TF2).

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// Section to enable/disable certain event animations //
//=====================================================

// event HudSpyDisguiseChanged {runevent HudSpyDisguiseChangedNULL 0}
// event FlagOutline {runevent FlagOutlineNULL 0}

//===========================================

//Health Bonus Pulse
Expand Down Expand Up @@ -121,125 +115,3 @@ event HudLowAmmoPulseStop
}

//===========================================

event FlagOutlineHide
{
Animate OutlineImage Alpha "0" Linear 0.0 0.1
}

// Local player flag pickup/drop
event FlagOutline
{
}

event FlagOutlineNULL
{
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
{
}

event HudSpyDisguiseChangedNULL
{
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
}

//===========================================

// Flash the medic charge hud when we have full charge

event HudMedicCharged
{
// Animate ChargeLabel FgColor "UberReady" Linear 0.0 0.0 // My magenta/purple flash
// Animate ChargeLabel FgColor "UberReadyLight" Linear 0.0 0.5
// Animate ChargeLabel FgColor "UberReady" Linear 0.5 0.5

Animate MedicChargedShadedBG BgColor "UberReadyTrans" Linear 0.0 0.0
Animate MedicChargedShadedBG BgColor "UberReadyLightTrans" Linear 0.0 0.5
Animate MedicChargedShadedBG BgColor "UberReadyTrans" Linear 0.5 0.5

Animate ChargeMeter FgColor "UberReady" Linear 0.0 0.0
Animate ChargeMeter FgColor "UberReadyLight" Linear 0.0 0.5
Animate ChargeMeter FgColor "UberReady" Linear 0.5 0.5

// Animate ChargeLabel FgColor "SlinFire1" Linear 0.0 0.1 // SlinFire's beautiful orange flash
// Animate ChargeLabel FgColor "SlinFire2" Accel 0.3 0.4


// Animate ChargeMeter FgColor "SlinFire1" Linear 0.0 0.1
// Animate ChargeMeter FgColor "SlinFire2" Accel 0.3 0.4

RunEvent HudMedicChargedLoop 1.0
// RunEvent HudMedicChargedLoop 0.6 // Loop time for SlinFire
}

// 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 0.0
Animate MedicChargedShadedBG BgColor "TransBlack" Linear 0.0 0.0
Animate ChargeMeter FgColor "TanLight" Linear 0.0 0.0
}

//====================================

event DamagedPlayer
{
Animate HudHitMarker Alpha "255" Linear 0.0 0.0
Animate HudHitmarker Alpha "0" Linear 0.1 0.2

Animate CDamageAccountValue Alpha "255" Linear 0.0 0.0
Animate CDamageAccountValue Alpha "0" Linear 10.0 0.2
Animate CDamageAccountValueBG Alpha "255" Linear 0.0 0.0
Animate CDamageAccountValueBG Alpha "0" Linear 10.0 0.2
}

//===========================================
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@@ -1,9 +1,3 @@
// Section to enable/disable certain event animations //
//=====================================================

// event HudSpyDisguiseChanged {runevent HudSpyDisguiseChangedNULL 0}
// event FlagOutline {runevent FlagOutlineNULL 0}

//===========================================

//Health Bonus Pulse
Expand Down Expand Up @@ -121,125 +115,3 @@ event HudLowAmmoPulseStop
}

//===========================================

event FlagOutlineHide
{
Animate OutlineImage Alpha "0" Linear 0.0 0.1
}

// Local player flag pickup/drop
event FlagOutline
{
}

event FlagOutlineNULL
{
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
{
}

event HudSpyDisguiseChangedNULL
{
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
}

//===========================================

// Flash the medic charge hud when we have full charge

event HudMedicCharged
{
// Animate ChargeLabel FgColor "UberReady" Linear 0.0 0.0 // My magenta/purple flash
// Animate ChargeLabel FgColor "UberReadyLight" Linear 0.0 0.5
// Animate ChargeLabel FgColor "UberReady" Linear 0.5 0.5

Animate MedicChargedShadedBG BgColor "UberReadyTrans" Linear 0.0 0.0
Animate MedicChargedShadedBG BgColor "UberReadyLightTrans" Linear 0.0 0.5
Animate MedicChargedShadedBG BgColor "UberReadyTrans" Linear 0.5 0.5

Animate ChargeMeter FgColor "UberReady" Linear 0.0 0.0
Animate ChargeMeter FgColor "UberReadyLight" Linear 0.0 0.5
Animate ChargeMeter FgColor "UberReady" Linear 0.5 0.5

// Animate ChargeLabel FgColor "SlinFire1" Linear 0.0 0.1 // SlinFire's beautiful orange flash
// Animate ChargeLabel FgColor "SlinFire2" Accel 0.3 0.4


// Animate ChargeMeter FgColor "SlinFire1" Linear 0.0 0.1
// Animate ChargeMeter FgColor "SlinFire2" Accel 0.3 0.4

RunEvent HudMedicChargedLoop 1.0
// RunEvent HudMedicChargedLoop 0.6 // Loop time for SlinFire
}

// 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 0.0
Animate MedicChargedShadedBG BgColor "TransBlack" Linear 0.0 0.0
Animate ChargeMeter FgColor "TanLight" Linear 0.0 0.0
}

//====================================

event DamagedPlayer
{
Animate HudHitMarker Alpha "255" Linear 0.0 0.0
Animate HudHitmarker Alpha "0" Linear 0.1 0.2

Animate CDamageAccountValue Alpha "255" Linear 0.0 0.0
Animate CDamageAccountValue Alpha "0" Linear 10.0 0.2
Animate CDamageAccountValueBG Alpha "255" Linear 0.0 0.0
Animate CDamageAccountValueBG Alpha "0" Linear 10.0 0.2
}

//===========================================
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//===========================================

// Flash the medic charge hud when we have full charge
event HudMedicCharged
{
// Animate ChargeLabel FgColor "UberReady" Linear 0.0 0.0 // My magenta/purple flash
// Animate ChargeLabel FgColor "UberReadyLight" Linear 0.0 0.5
// Animate ChargeLabel FgColor "UberReady" Linear 0.5 0.5

Animate MedicChargedShadedBG BgColor "UberReadyTrans" Linear 0.0 0.0
Animate MedicChargedShadedBG BgColor "UberReadyLightTrans" Linear 0.0 0.5
Animate MedicChargedShadedBG BgColor "UberReadyTrans" Linear 0.5 0.5

Animate ChargeMeter FgColor "UberReady" Linear 0.0 0.0
Animate ChargeMeter FgColor "UberReadyLight" Linear 0.0 0.5
Animate ChargeMeter FgColor "UberReady" Linear 0.5 0.5

RunEvent HudMedicChargedLoop 1.0
}

// 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 0.0
Animate MedicChargedShadedBG BgColor "TransBlack" Linear 0.0 0.0
Animate ChargeMeter FgColor "TanLight" Linear 0.0 0.0
}

//===========================================
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//===========================================

// Flash the medic charge hud when we have full charge
event HudMedicCharged
{
// Animate ChargeLabel FgColor "SlinFire1" Linear 0.0 0.1 // SlinFire's beautiful orange flash
// Animate ChargeLabel FgColor "SlinFire2" Accel 0.3 0.4

Animate MedicChargedShadedBG BgColor "SlinFire1" Linear 0.0 0.1
Animate MedicChargedShadedBG BgColor "SlinFire2" Accel 0.3 0.4

Animate ChargeMeter FgColor "SlinFire1" Linear 0.0 0.1
Animate ChargeMeter FgColor "SlinFire2" Accel 0.3 0.4

RunEvent HudMedicChargedLoop 0.6 // Loop time for SlinFire
}

// 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 0.0
Animate MedicChargedShadedBG BgColor "TransBlack" Linear 0.0 0.0
Animate ChargeMeter FgColor "TanLight" Linear 0.0 0.0
}

//===========================================
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