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//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 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

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...
}

// 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.
}

Spec_Mode1
{
Locked Chase-Camera
}

Spec_Mode2
{
Free Chase-Camera
}

Spec_Mode3
{
Free-Look
}

Spec_Mode4
{
First Person
}

Spec_Mode5
{
Free Map Overview
}

Spec_Mode6
{
Chase Map Overview
}

Spec_NoTarget
{
No valid targets. Cannot switch to Chase-Camera Mode.
}

Spec_Help_Title
{
Spectator Mode
}

Spec_Help_Text
{
Use the following keys to change view styles:

FIRE1 - Chase next player


FIRE2 - Chase previous player
JUMP - Change view modes
USE - Change inset window mode

DUCK - Enable spectator menu

In Overview Map Mode move around with:

MOVELEFT - move left


MOVERIGHT - move right
FORWARD - zoom in
BACK - zoom out
MOUSE - rotate around map/target
}

Spec_Slow_Motion
{
Slow Motion
}

Spec_Replay
{
Instant Replay
}

Spec_Auto
{
Auto
}

// Multiplayer Scoreboard
Spec_Map
{
Map
}
Spectators
{
Spectators
}

Unassigned
{
Unassigned
}

TEAMS
{
TEAMS
}

PLAYERS
{
PLAYERS
}

CLASS
{
CLASS
}

SCORE
{
SCORE
}

DEATHS
{
DEATHS
}

LATENCY
{
PING
}

VOICE
{
VOICE
}

// other menu text


Menu_OK
{
OK
}

Menu_Cancel
{
CANCEL
}

Mic_Volume
{
Mic Volume
}

Speaker_Volume
{
Speaker Volume
}

Voice_Properties
{
Voice Properties
}

Map_Description_not_available
{
Map Description not available.
}

Player
{
player
}

Player_plural
{
players
}

Muted
{
You have muted %s.
}

Unmuted
{
You have unmuted %s.
}

No_longer_hear_that_player
{
You will no longer hear that player speak.
}

OBS_NONE
{
Camera Options
}

OBS_CHASE_LOCKED
{
Locked Chase-Cam
}

OBS_CHASE_FREE
{
Free Chase-Cam
}

OBS_ROAMING
{
Roaming
}

OBS_IN_EYE
{
First Person
}

OBS_MAP_FREE
{
Free Overview
}

OBS_MAP_CHASE
{
Chase-Cam Overview
}

SPECT_OPTIONS
{
Options
}

CAM_OPTIONS
{
Camera Options
}

Spec_Duck
{
Press DUCK for Spectator Menu
}

//
// Hazardous Course
//

$position 0.1 -1
$effect 2
$color 128 128 128
$color2 240 110 0
$fadein 0.03
$fxtime 0.25
$holdtime 5
$fadeout 1.5

// Bonus Level

HC2_BOMB1
{
Hey Gordon

A terrorist planted a bomb somewhere here in the powerplant.


He wired the bomb with a remote triggered timer.

If you step in to this laser barrier, the timer will start.


It last's you 60 seconds until the bomb explodes.
Your only chance to defuse the bomb, is to walk through the lasers,
then you have 60 seconds to find the bomb and disable it.

Good luck!

HINT: Everytime you load the map new, the bomb will spawn on an other spot.
}

$holdtime 3

HC2_BOMB3
{
Bad news, sir!

This damn terrorist planted an other bomb, short time ago.


We need you again for searching and defusing this bomb, Gordon!

Good luck!

HINT: Maybe you have to wait until the clock is ready again.
}

$holdtime 1

HC2_BOMB2
{
Thanks for finding that bomb! We're still searching for this terrorist.
I hope, he won't plant an other bomb until you're back.
}

// Secret Level 2

$holdtime 5

HC2_LOG1
{
Log entry found:

After several of the archeologists gone crazy while studying


the foreign object we found in a exploratory tunnel, we sealed
that damn thing, and hope nobody else will open it again.

Sadly, the rails of the lorry train are therefore interrupted,


and the train remains in its repair bay for an indefinite period of time.
}

HC2_LOG2
{
Log entry found:

This negligent mechanic left a maintenance cowling open on


the secondary stone crusher. But he didn't even found the crowbar,
that one of our own fools accidentally dropped into the driving mechanism.
He said, it fell right to the bottom.

Hopefully he's right, we can't afford to stop the whole equiptment again,
and it's still running fine, so I don't expect it took damage.
}

HC2_LOG3
{
Log entry found:

The rift underneath the second stone crusher was sealed. But reportedly,
they used the wrong concrete, and there are already new cracks,
near where the conveyor leaves for the loading area.

Maybe it's better to break it up again, because I miss my yellow keycard


since then. And some other equiptment. Damn fools!
}

HC2_LOG4
{
Log entry found:

Thanks to this bloody bureaucrats of the safety office, now we have to


store all our blasting means in separate places, spread all over the
facility! Getting the dynamite from the explosives storage, the blasting
cable from the maintenance office and the timer and key from the
storage at the freight management offices will already take hours for a
single blast.

Hopefully, Jack has finished repairing the blasting machine. I don't like
sensible equiptment like this near the main TBM.
}

HC2_LOG5
{
Log entry found:

Carter this idiot! He's in responsibility of the surface ventilation access.


And now he's going for a hunt for this foreign object in the sealed
exploratory tunnel.

If he gets lost, carrying the only key for the ventilation access,
we have to order a new key! Am I surrounded by idiots?
}

HC2_LOG6
{
Log entry found:

An other absolutley useless safety installation is this fence over the main
melt pool in the factory. Besides it's useless, we can't even access
the maintenance area below now.

The firedoor controls at the freight management offices are broken, so


in case that the firedoor is triggered somehow, we can't even open it
without somebody crawling into the maintenace area to activate the override!
}

HC2_LOG7
{
Log entry found:

These fools drilled one of the exploratory tunnels near the TBM into
the repair bay! That's an other gift for the safety inspectors!

We shut this tunnel with some planks. I hope it's sufficient for now.
}

HC2_LOG8
{
Log entry found:
}

// Gameover

$position -1 -1
$effect 2
$color 100 100 100
$color2 240 110 0
$fxtime 0.25
$fadeout 1.5
$fadein 0.03
$holdtime 9

GAMEOVER1
{
SUBJECT: FREEMAN

STATUS: COURSE TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}

GAMEOVER2
{
SUBJECT: FREEMAN

STATUS: COURSE TERMINATED

POSTMORTEM:
Subject discretionary attacked and
injured course personnel.
}

GAMEOVER3
{
SUBJECT: FREEMAN

STATUS: COURSE TERMINATED

POSTMORTEM:
Subject let course personnel
willfully die unattended.
}

GAMEOVER4
{
SUBJECT: FREEMAN

STATUS: COURSE TERMINATED

POSTMORTEM:
Subject missed it's only chance
to complete the course.
}

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