//TITLES FOR HALF-LIFE // Position command $position x y // x & y are from 0 to 1 to be screen resolution independent // -1 means center in each dimension // Effect command $effect // effect 0 is fade in/fade out // effect 1 is flickery credits // effect 2 is write out (training room) // Text color r g b command $color // fadein time fadeout time / hold time // $fadein (message fade in time - per character in effect 2) // $fadeout (message fade out time) // $holdtime (stay on the screen for this long) //INTRO TITLES // All centered for now $position -1 -1 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 CR27 { Black Mesa Research Facility Black Mesa, New Mexico } //INTRO CREDITS // Test values -- JAY // Lower left $position 0.1 0.8 $effect 1 // Final fade-in color $color 128 128 128 // This is the highlight/flash color $color2 0 0 0 $fadein 1.5 $fadeout 0.5 $holdtime 1.2 CR1 { Ted Backman } CR2 { TK Backman } CR3 { Kelly Bailey } CR4 { Yahn Bernier } CR5 { Ken Birdwell } CR6 { Steve Bond } CR7 { Dario Casali } CR8 { John Cook } CR9 { Greg Coomer } CR10 { Wes Cumberland } CR11 { John Guthrie } CR12 { Mona Lisa Guthrie } CR13 { Mike Harrington } CR14 { Monica Harrington } CR15 { Brett Johnson } CR16 { Chuck Jones } CR17 { Marc Laidlaw } CR18 { Karen Laur } CR19 { Randy Lundeen } CR20 { Yatsze Mark } CR21 { Lisa Mennet } CR22 { Gabe Newell } CR23 { Dave Riller } CR24 { Aaron Stackpole } CR25 { Jay Stelly } CR26 { Harry Teasley } CR35 { Steve Theodore } CR36 { Bill Van Buren } CR37 { Robin Walker } CR38 { Douglas R. Wood } //END CREDITS $position -1 -1 $effect 0 // Final fade-in color $color 128 128 128 // This is the highlight/flash color $color2 0 0 0 $fadein 0.5 $fadeout 0.5 $holdtime 4 VALVEIS { Valve is: } END1 { Ted Backman TK Backman Kelly Bailey Yahn Bernier Ken Birdwell Steve Bond Dario Casali John Cook Greg Coomer Wes Cumberland } END2 { John Guthrie Mona Lisa Guthrie Mike Harrington Monica Harrington Brett Johnson Chuck Jones Marc Laidlaw Karen Laur Randy Lundeen Yatsze Mark } END3 { Lisa Mennet Gabe Newell Dave Riller Aaron Stackpole Jay Stelly Harry Teasley Steve Theodore Bill Van Buren Robin Walker Douglas R. Wood } //INTRO TITLES // All centered for now $position -1 -1 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 CR28 { SUBJECT: Gordon Freeman Male, age 27 } CR29 { EDUCATION: Ph.D., MIT, Theoretical Physics } CR30 { POSITION: Research Associate } CR31 { ASSIGNMENT: Anomalous Materials Laboratory } CR32 { CLEARANCE: Level 3 } CR33 { ADMINISTRATIVE SPONSOR: Classified } CR34 { DISASTER RESPONSE PRIORITY: Discretionary } $fadein 0.03 $holdtime 9 GAMEOVER { SUBJECT: FREEMAN STATUS: EVALUATION TERMINATED POSTMORTEM: Subject failed to effectively utilize human assets in achievement of goal. } $fadein 0.03 $holdtime 9 TRAITOR { SUBJECT: FREEMAN STATUS: HIRED AWAITING ASSIGNMENT } $fadein 0.03 $holdtime 9 LOSER { SUBJECT: FREEMAN STATUS: OBSERVATION TERMINATED POSTMORTEM: Subject declined offer of employment. } //CHAPTER TITLES $fadein 0.01 $position -1 0.4 $holdtime 3.5 T0A0TITLE { HAZARD COURSE } $position -1 0.65 C0A0TITLE { BLACK MESA INBOUND } OPENTITLE3 { } OPENTITLE4 { } C0A1TITLE { ANOMALOUS MATERIALS } C1A1TITLE { UNFORESEEN CONSEQUENCES } C1A2TITLE { OFFICE COMPLEX } C1A3TITLE { "WE'VE GOT HOSTILES" } C1A4TITLE { BLAST PIT } C2A1TITLE { POWER UP } C2A2TITLE { ON A RAIL } C2A3TITLE { APPREHENSION } C2A4TITLE1 { RESIDUE PROCESSING } C2A4TITLE2 { QUESTIONABLE ETHICS } C2A5TITLE { SURFACE TENSION } C3A1TITLE { "FORGET ABOUT FREEMAN!" } C3A2TITLE { LAMBDA CORE } C4A1TITLE { XEN } C4A1ATITLE { INTERLOPER } C4A1BTITLE { } C4A1CTITLE { } C4A1ETITLE { } C4A1FTITLE { } C4A2TITLE { GONARCH'S LAIR } C4A3TITLE { NIHILANTH } C5TITLE { ENDGAME } // In-Game messages $position -1 0.65 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 2.0 // How long it takes to fade out the message after holding $fadeout 0.5 GAMESAVED { Saved... } // AoM Messages $position -1 0.65 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 64 0 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 5.0 // How long it takes to fade out the message after holding $fadeout 0.5 TRAINTITLE { Afraid of Monsters: Director's Cut Training } AOMTRAIN1 { A lot of items around you can be interacted with, such as doors, cupboards and lights. Go ahead and turn on the light. } AOMTRAIN2 { Some doors are unable to be opened. These can be safely ignored. This door is broken and cannot be used. } AOMTRAIN3 { The environment does not always conform to what is perceived to be real. Sometimes the impossible is unrestrained, and reality becomes a nightmare. } AOMTRAIN4 { Some parts of the environment are breakable. That is what the knife is for. Press your "use" key to pick up the knife. } AOMTRAIN5 { This is a large fall. If you drop, you will die. Press your jump key whilst running to clear the gap. } AOMTRAIN6 { Sometimes you will pass through areas such as this. Straying off the path will result in death. Take your time and go slow. } AOMTRAIN7 { Water will break your fall. Drop down. } AOMTRAIN8 { The opening in front of you is too high to walk onto and too low to walk through. You will need to jump and then duck to enter this crawlspace. } AOMTRAIN9 { This fall will damage you. There is no water to soften the impact. Drop down. } AOMTRAIN10 { These pills will recover some of your health. Use them when needed. } AOMTRAIN11 { There is a handgun and a flashlight on the path. Take them. } AOMTRAIN12 { There is something in the bushes. Kill it. Press your attack key to fire you gun. Remember, you only have 15 rounds. Use your flashlight key to turn on your flashlight. Be careful, the flashlight batteries won't last forever. Pickup extra batteries to replenish your power. If your flashlight becomes empty, it will slowly recharge until it reaches 5 units of power. 1 unit will recharge every 30 seconds. } AOMTRAIN13 { Now all your skills will be combined. Jump down and make your way to the exit, defending yourself if necessary. Use the bottles of pills to regenerate any lost health. Upon entering this area, you triggered an Auto Save. This means that the game automatically saved your data. If you die, the game will begin again at that save point. } TRAINEND { Now you've got a taste for what Afraid Of Monsters is like, try the real game. If you still feel unsure about how to play the game, the "Easy" difficulty setting is recommended. However, if you're feeling confident, try out the "Hard" difficulty setting. Lastly, don't forget to search every area. You might find something interesting... } // Game title // This is a placeholder to hold the effects controls for the "Half-Life" title $position -1 -1 // Only effect 0 is supported for game title $effect 0 // This is the final color $color 180 180 180 // Not used color2 $color2 0 0 0 // This is the time it takes to fade in the title $fadein 1.0 // How long to hold the message on the screen (after it scans out) $holdtime 3.0 // How long it takes to fade out the message after holding $fadeout 1.5 GAMETITLE { Half-Life } //HAZARD COURSE TEXT // Test values -- JAY $position -1 0.65 // Scan-out text effect $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 0 200 50 // This is the time it takes to fade each character $fadein 0.005 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.5 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 $position -1 0.3 HZBUTTON1 { PRESS YOUR USE KEY TO PUSH A BUTTON } $position -1 0.65 HZBUTTON2 { PRESS YOUR USE KEY TO PUSH A BUTTON } HZMOVE { MOVE FORWARD BY PRESSING FORWARD KEY MOVE BACKWARD BY PRESSING BACKWARD KEY MOVE LEFT BY PRESSING MOVELEFT MOVE RIGHT BY PRESSING MOVERIGHT } HZJUMP { PRESS FORWARD KEY TO RUN FORWARD PRESS JUMP KEY TO JUMP } HZDUCK { PRESS FORWARD KEY TO RUN FORWARD PRESS DUCK KEY TO DUCK PRESS FORWARD + DUCK KEYS TOGETHER TO MOVE IN STEALTH MODE } HZCOMBO { PRESS FORWARD KEY TO RUN FORWARD PRESS JUMP KEY TO JUMP PRESS DUCK KEY TO DUCK PRESS JUMP KEY TO JUMP } HZDUCKJUMP { PRESS FORWARD + JUMP TOGETHER, THEN THE DUCK KEY } HZLADDER { PRESS FORWARD KEY TO MOVE UP LADDERS PRESS BACKWARD KEY TO MOVE DOWN LADDERS } HZLJUMP { WHILE MOVING FORWARD, HOLD DOWN DUCK KEY-- THEN PRESS JUMP } $position -1 0.3 HZLMOD { BE SURE YOU PICKED UP THE LONG-JUMP MODULE AT THE BEGINNING OF THE OBSTACLE } $position -1 0.65 HZMEDKIT { USE MED-KITS BY HOLDING DOWN THE USE KEY HOLD DOWN USE KEY UNTIL HEALTH IS AT 100 OR KIT IS DEPLETED } HZMOMENT { ACTIVATE WHEELS AND DIALS BY HOLDING DOWN THE USE KEY HOLD USE KEY UNTIL BRIDGE IS IN POSITION } HZPUSH { PRESS FORWARD KEY TO MOVE AGAINST BOX KEEP PRESSING FORWARD TO PUSH BOX } HZPULL { PRESS USE + BACKWARD KEYS TOGETHER TO PULL BOX BACKWARD } HZCROWBAR { MOVE UP TO CROWBAR PRESS ATTACK1 KEY TO BREAK OBJECTS } HZLITEON { PRESS FLASHLIGHT KEY TO TURN FLASHLIGHT ON } HZLITEOFF { PRESS FLASHLIGHT KEY AGAIN TO TURN FLASHLIGHT OFF } HZWEAPON { MOVE UP TO WEAPON TO PICK IT UP } HZFIREWEAP { PRESS ATTACK1 KEY FOR PRIMARY ATTACK PRESS ATTACK2 KEY FOR ALTERNATE ATTACK PRESS RELOAD KEY TO RELOAD AT WILL } HZARMOR { PRESS AND HOLD YOUR USE KEY HOLD DOWN UNTIL SUIT ARMOR IS CHARGED OR CHARGER IS DEPLETED } HZSWIM { PRESS YOUR FORWARD KEY AIM WITH THE MOUSE AS YOU SWIM FIND AIR IF YOU BEGIN TO LOSE HEALTH WAIT IN THE AIR UNTIL HEALTH RETURNS TO FORMER LEVEL } HZDAMAGE { CERTAIN TYPES OF DAMAGE WILL REGISTER ON YOUR HEADS-UP DISPLAY. DIRECTION OF DAMAGE IS INDICATED BY RED FLASHES IN THE CENTER OF YOUR SCREEN } HZHAZARD { RADIATION HAZARDS ACTIVATE A GEIGER COUNTER } HZSCIENTIST { APPROACH SCIENTIST PRESS USE KEY TO RECEIVE HEALTH FROM SCIENTIST } HZBARNEY { APPROACH SECURITY GUARD PRESS YOUR USE KEY TO GET HIS HELP WALK TOWARD DOOR AND GUARD WILL ACTIVATE BUTTONS } HZTRAIN { PRESS USE KEY TO ENGAGE TRAIN PRESS FORWARD KEY TO ACCELERATE PRESS BACKWARD KEY TO DECELERATE PRESS USE KEY AGAIN TO DISENGAGE } HZDONE { CONGRATULATIONS! YOU HAVE COMPLETED THE BLACK MESA HAZARD COURSE. COME BACK ANY TIME. } // Spectator Menu Spec_Mode1 { Locked Chase-Camera Mode } Spec_Mode2 { Free Chase-Camera Mode } Spec_Mode3 { Free Roaming Mode } Spec_NoTarget { No valid targets. Cannot switch to Chase-Camera Mode. } Spec_Help { ENTER to Play FIRE for Next Target ALT-FIRE for Prev Target JUMP to Change Modes } Spec_Help2 { Your text messages can only be seen by other Spectators } // Multiplayer Scoreboard Spectators { Spectators } Unassigned { Unassigned } TEAMS { TEAMS } PLAYERS { PLAYERS } CLASS { CLASS } SCORE { SCORE } DEATHS { DEATHS } LATENCY { LATENCY } // other menu text Menu_OK { OK } Menu_Cancel { CANCEL }