//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) // In-Game messages $position -1 0.65 $effect 2 $color 255 255 255 $color2 255 255 255 $fadein 0.01 $fxtime 0.25 $holdtime 2.0 $fadeout 0.5 GAMESAVED { Game Saved } // Intro title $position -1 -1 $effect 0 $color 255 255 255 $color2 255 255 255 $fadein 2.0 $fxtime 0.25 $holdtime 5.0 $fadeout 3.0 INTRO_TITLE1 { H A L F - L I F E : U R B I C I D E } // Intro $position -1 -1 $effect 2 $color 255 255 255 $color2 255 255 255 $fadein 0.02 $fxtime 0.25 $holdtime 10.0 $fadeout 1.0 INTRO_MESSAGE1 { Andersen went out a couple of hours ago but I haven't heard from him since. Hope he's okay. The gate to the warehouse got stuck from a nearby shockwave so we made a makeshift staircase, stacking a bunch of shit, in order to gain access to the window above. A dangerous but necessary task if we want to get out of this goddamn mess. } INTRO_MESSAGE2 { I decided to stay here in case someone tried to contact us. So far I haven't heard anything. Apparently there's been some sort of invasion... aliens? Fuck if I know. Andersen and I heard it on the radio. Gunfire and distant bombings has filled the air the last couple of few hours. Sounds like hell outside. } // Intro2 $position -1 -1 $effect 2 $color 255 255 255 $color2 255 255 255 $fadein 0.02 $fxtime 0.25 $holdtime 5.0 $fadeout 1.0 INTRO_MESSAGE3 { My fiance is holed up in an apartment not far from the local hospital. I need to get there, find her and then get the fuck outta dodge. My military training from years ago ought to hopefully still hold up. } // Messages $position -1 0.65 $effect 2 $color 255 255 255 $color2 255 255 255 $fadein 0.02 $fxtime 0.25 $holdtime 5.0 $fadeout 1.0 ANDERSEN { Damnit, Andersen... he only had two days left until retirement... } STREETS { Unless I want to end up like these guys I should probably keep a low profile and stay off the streets just to be safe. } NAILED_DOOR { The door is nailed shut. I should look around and see if I can find something to tear down the board. } LOCKED_GRATE { Damnit, the grate is locked. If I could only find a weapon to shoot the yellow lock to break it. } KEY1 { I picked up a key. Could be useful. } KEY_LOCKED { Door is locked. Must be a key somewhere around here. } CANDY { Om nom nom! } CANDY2 { Gotta go easy on the sugar there... } SEWER_SHIT { The hospital shouldn't be too far off. I just have to wade through this shit-infested sludge. Oh boy. } HOSPITAL_BASEMENT { This must be the basement of the hospital. I should check and see if I can find a working elevator. } HOSPITAL_ELEV { I should check out the elevator. Perhaps it's working now. } HOSPITAL_MAIN { It's a goddamn warzone out there. The rooftop is probably a safer area to traverse. I should look for an elevator that takes me to the roof... or perhaps the stairs are a better alternative. } FUCKING_KEY { Well, what a surprise. The goddamn door is locked. } KEY_CARD { Found a key card. I should go back to the main entrance and see if this card works on the door to the stairwell. } DUMPSTER { Aim for the bushes?... uh, I mean garbage pile. } TOO_OLD { I'm getting too old for this shit. } REBECCA { Rebecca...!? FUCK! Gotta get to the fourth floor. } // Bruce Messages $position -1 0.65 $effect 2 $color 255 255 255 $color2 255 255 255 $fadein 0.02 $fxtime 0.25 $holdtime 2.0 $fadeout 1.0 REBECCA2 { Yo, Reb. You in there? } REBECCA4 { Hey, babe. Let's get the fuck outta here. } // Rebecca Messages $position -1 0.70 $effect 2 $color 170 0 255 $color2 170 0 255 $fadein 0.02 $fxtime 0.25 $holdtime 3.0 $fadeout 1.0 REBECCA3 { Oh, Bruce. My hero! } //Credits $position -1 -1 $effect 1 $color 255 255 255 $color2 255 255 255 $fadein 2 $fxtime 1 $holdtime 8 $fadeout 6 credits1 { H A L F - L I F E : U R B I C I D E } /Credits $position -1 -1 $effect 0 $color 255 255 255 $color2 255 255 255 $fadein 1 $fxtime 1 $holdtime 8 $fadeout 4 credits2 { Additional credits to: James "Jblade35" Stanfield for testing [ThatGenericPyro] for the scientist hands Solokiller for updated Half-Life source code BrussTrigger for the updated human grunt models Infinity Ward and Activision for Call of Duty: Modern Warfare 2 Ritual, Turtle Rock and Valve for Counter-Strike: Condition Zero The Half-Life: Nightwatch team and their textures Mindmotor.Studios for the Poke646/Vendetta textures DiscountKiller for his Big Ol' Texture Pack Dethtex for the dt_nyc_firstbatch texture pack Locknut for the STLOUIS texture pack MasterPlan for the Chronic texture pack Unknown author for the Sunny Woods texture pack Myuu for soundtrack Ian Laurence for soundtrack Gerardo Garcia Jr. for soundtrack Mikael Manvelyan for soundtrack Boris Skalsky for soundtrack Michael Vignola for soundtrack } credits3 { Sven Co-op Team Valve Corporation Gearbox Software 3D Realms SleepTherapy https://twhl.info www.freesound.org www.gamer-lab.com www.storyblocks.com www.thedarkpiano.com www.avosound.com www.pixabay.com www.gamer-lab.com www.pexels.com } credits4 { My contact details: thibiasfast_@hotmail.com // thobias.fast@gmail.com } //Credits TFP $position -1 -1 $effect 0 $color 255 255 255 $color2 255 255 255 $fadein 2 $fxtime 1 $holdtime 10 $fadeout 6 credits5 { Thanks for playing. }