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Over 40 Forum Admiral
Anmeldungsdatum: 12.11.2005 Beiträge: 903 Wohnort: Bayern |
Verfasst am: 14.05.2009 12:16 Titel: |
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"Forum » Fehler aufgetreten
Es ist/sind folgende(r) Fehler aufgetreten
Die Foren ID wurde nicht gefunden"
Wurde gelöscht? _________________
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langer noch viel viel fleißiger als ein Master
Anmeldungsdatum: 16.09.2008 Beiträge: 138
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Verfasst am: 14.05.2009 14:54 Titel: |
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oops, man muss sich wohl einloggen.
man findet den beitrag unter "probleme mit hl2",
"roter schleier des todes".
ka wie man das verlinkt, sry |
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Phoenix Ambassador IBS
Anmeldungsdatum: 12.04.2009 Beiträge: 16 Wohnort: Gladbeck |
Verfasst am: 14.05.2009 19:34 Titel: |
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So damit sich dort nicht erst alle die das Problem haben, du die Registrierung wurschteln müssen kopiere mal die Lösung hier rein:
Quelle:
could be a texture, or summin in the clientscheme.res
il have a look
edit.
got the fucker guys, since all the other clientscheme res tuts are all css, i had a little bash myself, after failing many times... i started editing this post to say i had failed, untill i spotted a file called HUDanimations.txt, anyway i had a ganders
basicaly theres 3 states for when you get hit:
Code:
event HudTakeDamageHigh
{
Animate HudDamageIndicator DmgFullscreenColor "255 88 0 255" Linear 0.0 0.0
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 255" Linear 0.0 0.4
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.4 2.4
}
so what i did was change each state to have 0 transparency (where 255 is) therefore... no animation
and it works.
il attach the text doc, ive only changed the health states so its safe to use.
create a folder called scripts inside your hl2mp directory, then place the HUDanimations.txt inside that folder, rightclick - enable readonly if not already enabled, enjoy
Attached Files HudAnimations.txt (17.9 KB, 69 views)
und diese Datei müsst ihr komplett in einem txt Ordner in einen neuen Ordner scripts innerhalb des Ordners hl2mp einfügen:
// sample animation script
//
//
// commands:
// Animate <panel> <variable> <target> <interpolator> <start> <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> <start>
// starts another even running at the specified time
//
// StopEvent <event> <start>
// stops another event that is current running at the specified time
//
// StopAnimation <panel> <variable> <start>
// stops all animations refering to the specified variable in the specified panel
//
// StopPanelAnimations <panel> <start>
// stops all active animations operating on the specified panel
//
//
// Useful game console commands:
// cl_Animationinfo <hudelement> 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 0" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorLeft "255 0 0 0" 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 0" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorRight "255 0 0 0" 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 0" Linear 0.0 0.0
Animate HudDamageIndicator DmgHighColorLeft "255 0 0 0" 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 0" Linear 0.0 0.0
Animate HudDamageIndicator DmgHighColorRight "255 0 0 0" 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 0" Linear 0.0 0.0
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" 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 0" 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
}
und wenn Euch das nicht einleuchtet, obwohl man ja eine txt auch selber schreiben kann (haha) dann dürft ihr mich trotzdem fragen, wie es funzt.....
Ach so: ihr könnt natürlich, so lange er denn existiert, auch einfach dem Link folgen:
http://www.arcadegeneration.eu/forums/showthread.php?s=2814de2027c053a46061abc1e8d59cf0&t=767&page=2&pp=10
Quelle: FFC _________________ Wer keinen Mut zum Träumen hat, hat keinen Mut zum Kämpfen. |
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Mr.Magoo Primary Master
Anmeldungsdatum: 06.01.2008 Beiträge: 469 Wohnort: Wien |
Verfasst am: 15.05.2009 13:59 Titel: |
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Ja Danke habe es ausprobiert und es funktioniert kein rot mehr _________________
Er kam,sah nichts...................
...............und siegte! |
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mister_anderson_1 Moderator
Anmeldungsdatum: 16.03.2005 Beiträge: 1437 Wohnort: Steiermark |
Verfasst am: 15.05.2009 16:13 Titel: |
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Mr.Magoo hat folgendes geschrieben:: | Ja Danke habe es ausprobiert und es funktioniert kein rot mehr |
Und in 2 monaten ist dein Account gebannd^^
War nett dich kennengelernt zu haben
btw: zählt das jetzt als cheaten??....*duck und weg** _________________ Wer aufhört besser zu werden, hört auf gut zu sein! oder so ähnlich......r_drawothermodels 2 |
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LokLeipzig Forum General
Anmeldungsdatum: 04.09.2008 Beiträge: 1232 Wohnort: Leipzig |
Verfasst am: 15.05.2009 16:35 Titel: |
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ich hau mich wech
Gruss _________________ Gruss -=[SFC]=- Loki
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Over 40 Forum Admiral
Anmeldungsdatum: 12.11.2005 Beiträge: 903 Wohnort: Bayern |
Verfasst am: 15.05.2009 23:43 Titel: |
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Bei "kein rot mehr" meint er sicher sein Eigenblut aufn Screen.
Naja, dann sind ja schon 10% von rot weg, bei seinem rumgehüpfe.
Gruß
Charly _________________
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Duke Nukem Ambassador OnE
Anmeldungsdatum: 02.01.2007 Beiträge: 2150 Wohnort: Bielefeld NRW |
Verfasst am: 16.05.2009 09:47 Titel: |
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mister_anderson_1 hat folgendes geschrieben:: | Mr.Magoo hat folgendes geschrieben:: | Ja Danke habe es ausprobiert und es funktioniert kein rot mehr |
Und in 2 monaten ist dein Account gebannd^^
War nett dich kennengelernt zu haben
btw: zählt das jetzt als cheaten??....*duck und weg** |
ne, man ändert ja im grunde nur ne textur. es könnte sogar sein, dass das hier auf sv_pure 2 servern nicht funktioniert^^ also magoo, kannste dir aussuchen. entweder qualvoll aber mit ehrlichen gegnern sterben, oder gegen scripter und skinuser mit angenehmen tod _________________
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Gust noch viel viel fleißiger als ein Master
Anmeldungsdatum: 29.01.2009 Beiträge: 215 Wohnort: Ried i. Innkreis / Oberösterreich |
Verfasst am: 04.06.2009 07:58 Titel: |
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hab das jetzt auch probiert, -> funzt
is gleich viel angenehmer
danke für die Anleitung |
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Lord Pommeroy Primary Master
Anmeldungsdatum: 22.09.2006 Beiträge: 427 Wohnort: Berlin |
Verfasst am: 10.06.2009 22:26 Titel: |
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Au man Cheaten wir jetzt auch?
Was seid ihr alles für Weicheier, "MAMA mein Bildschirm ist Rot", na und ist bei allen Hl2 Zockern so, mal mehr mal weniger. So viel zum Thema "Ich
Scripte nicht und ich benutzte auch sonst nix".
Viel spass noch beim "Ich bieg mir das Spiel so wie ICH`s brauche schon hin".
Ihr Looooooooooooooooser!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! _________________ _____________________
Besser 100 Leichen im Keller als gar kein Spass.
Und klar bleib ich beim SFC |
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Lord Pommeroy Primary Master
Anmeldungsdatum: 22.09.2006 Beiträge: 427 Wohnort: Berlin |
Verfasst am: 10.06.2009 22:33 Titel: |
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PS: Immer wieder interessant wie viel Arbeit (man beachte den Umfang des Textes) sich einige machen um sich das Zocken zu "Erleichten".
Die Zeit sollten die mal lieber ins Üben stecken. _________________ _____________________
Besser 100 Leichen im Keller als gar kein Spass.
Und klar bleib ich beim SFC |
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Senior -DDA-
Anmeldungsdatum: 17.11.2005 Beiträge: 1616 Wohnort: Lüneburger Heide |
Verfasst am: 11.06.2009 16:09 Titel: |
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Ich hab mir mal das Script in den Ordner geschoben.
Aber, seit dem ist die Anzeige für Hilfsenergie immer rot. Egal, ob voll oder leer.
Ausserdem werden aufgenommene Gewehrgranaten und Flummies nicht mehr angezeigt.
Vielleicht hätte ich es mir woanders hinschieben sollen. _________________ Gruß Senior
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LokLeipzig Forum General
Anmeldungsdatum: 04.09.2008 Beiträge: 1232 Wohnort: Leipzig |
Verfasst am: 11.06.2009 17:25 Titel: |
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Senior hat folgendes geschrieben:: | Ich hab mir mal das Script in den Ordner geschoben.
Aber, seit dem ist die Anzeige für Hilfsenergie immer rot. Egal, ob voll oder leer.
Ausserdem werden aufgenommene Gewehrgranaten und Flummies nicht mehr angezeigt.
Vielleicht hätte ich es mir woanders hinschieben sollen. |
Jaja unendlich Leben und Munition^^wer weiss was da noch versteckt ist an cheats^^
Oder du wirst alt und siehts die Anzeige nicht mehr
Gruss _________________ Gruss -=[SFC]=- Loki
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