﻿//TITLES FOR HALF-LIFE 2
// 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 number>
// 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


//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
{
Testing 1
}

CR2
{
Testing 2
}

CR3
{
Testing 3
}


//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


MICHAELDIE
{
#ravenholm_michaeldie
}

GAMEOVER_OBJECT
{
#HL2_GameOver_Object
}

GAMEOVER_TIMER
{
#HL2_GameOver_Timer
}

GAMEOVER_STUCK
{
#HL2_GameOver_Stuck
}


$fadein 0.03
$holdtime 9


//CHAPTER TITLES

$fadein 0.01
$holdtime 3.5
$position -1 0.58

CHAPTER1_TITLE
{
#ravenholm_Chapter1_Title
}

CHAPTER2_TITLE
{
#ravenholm_Chapter2_Title
}

CHAPTER3_TITLE
{
#ravenholm_Chapter3_Title
}

CHAPTER4_TITLE
{
#ravenholm_Chapter4_Title
}

CHAPTER5_TITLE
{
#ravenholm_Chapter5_Title
}

CHAPTER6_TITLE
{
#ravenholm_Chapter6_Title
}

CHAPTER7_TITLE
{
#ravenholm_Chapter7_Title
}

CHAPTER8_TITLE
{
#ravenholm_Chapter8_Title
}

CHAPTER9_TITLE
{
#ravenholm_Chapter9_Title
}

CHAPTER10_TITLE
{
#ravenholm_Chapter10_Title
}

CHAPTER11_TITLE
{
#ravenholm_Chapter11_Title
}

CHAPTER12_TITLE
{
#ravenholm_Chapter12_Title
}

CHAPTER13_TITLE
{
#ravenholm_Chapter13_Title
}


// 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
{
#HL2_Saved
}

// 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
}

//papiry, Lord games


$position 0.2 0.1
$effect 2
$color 10 10 150
$color2 0 10 150
$fadein 0.0001
$holdtime 20
$fadeout 0.0001

VEDECPAP_01
{
Si estás leyendo esto, debes de ser uno de mis nuevos ayudantes. 
Como ya has debido de notar, soy una persona muy ocupada 
y siento no tener el placer de darte la bienvenida personalmente. 
Ya has debido de recibir toda la información básica, pero si 
algo no ha quedado claro, no dudes en echar un vistazo a mis 
notas, que irás encontrando por el laboratorio.
}

VEDECPAP_02
{
#ravenholm_papv_02
}

VEDECPAP_03
{
#ravenholm_papv_03
}

VEDECPAP_04
{
#ravenholm_papv_04
}

PAP_00
{
#ravenholm_pap_00
}

PAP_01
{
#ravenholm_pap_01
}

PAP_02
{
#ravenholm_pap_02
}

#ravenholm_end
{
Ahora todas las zonas de Ravenholm y las bonificaciones 
estÃ¡n desbloqueadas. Consulta la secciÃ³n Nueva Partida.
}

#ravenholm_bonus
{
Cuando veas este signo, puedes usar tu pistola antigravedad 
en distancias cortas para obtener bonificaciones...
}
