HUD Anims.xom
In_Angle (Angle Meter)
In_Compass (The Radar/Compass)
In_Power (The Power Bar)
In_Timer (The Main Timer)
In_WPreview (Weapon Preview)
In_Commentary
Out_Commentary
Out_Angle
Out_Compass
Out_Power
Out_Timer
Out_WindArrow
Out_WindSpeed
Out_WPreview
In_TeamInfo (Name, FLag and Health can use this)
Out_TeamInfo
In_Secondary (Secondary weapon, use a scaled "windback" for gfx)
Out_Secondary (only want to come on when a navigation util is selected)
In_WHealthAll
Out_WHealthAll
In_WHealthAmount = locator1 (Worm Health Amount/Current Health)
In_WHealthBars = locator2 (Worm Health Bars/ The Total Health Preview)
In_WHealthIcon = locator3 (The Little First Aid Icon)
In_WindAll
Out_WindAll
In_WindArrow = locator 1 (inc Backing and "Wind Arrow.xom")
In_WindSpeed = locator 2 (Speed in "m")
Health_Attack (The Health coming off the Worm health bar)
Health_Final (Shows Final Health Deducted)
In_WP (Weapons Panel / Inventory)
In_WH (Weapon Help)
Out_WP
Out_WH
In_Acc (Melee Accuracy - For Firepunch/Bat)
Out_Acc
WP_Highlight <<< WEAPON PANEL
WP_Reset <<< WEAPON PANEL
In_MeleeHit (Bang/Hit image to go behind Weapon preview when in range)
Out_MeleeHit
In_MeleeAccuracy
Out_MeleeAccuracy
Fire_MeleeAccuracy
For the "Hot Seat Time"
CLIPS:
HST_In_All
HST_Out_All
LOCATORS:
HST_Tear (Locator - for the "tear" effect needs to be behind all text)
HST_Flag (Locator - for the flag)
HST_Worm (Locator - for the Worm name eg. BoggyB)
HST_Team (Locator - for the Team name eg. HumanTeam1)
HST_Number (Locator - for the player number eg. red "2")
HST_Ready (for the ready text)
HST_Time (countdown time)
Font Anim.xom
High1
High2
High3
High4
Low1
Low2
Low3
Low4
For the Second commentarty panel style message
Pickup1
Pickup2
Pickup3
SuddenDeath
TeamDeath
WormDeath
Aimer.xom (Standard “Bazooka” Aiming cursor,)
Attach "Aimer_Outer.tga" and "Aimer Inner.tga"
Aimer_Intro
Aimer_Loop
Use for:
Starburst
Grenade
Gas Grenade
Banana Bomb
Cluster Bomb
Holy Hand Grenade
Shotgun
Poison Arrow
Bazooka
Target.xom
(Requires code dropshadow)
- CHANGING TO:
R02 G43 B94 A100
Target_Error
Target_Intro
Target_Loop
Alien Abduction
Concrete Donkey
Rope
Sniper.xom
No gfx to attach, will require code “recoil/kick” though
“In_Sniper”
HomingAimer.xom for homing missile
Play “Intro_Inner” and “Intro_Outer” at same time
Then “Loop_Inner” and “Loop_Outer” at same time
Play “Error_Outer” when invalid placement
Play “Lock_Outer” when correct placement
When locked, the “Outer” segment should lock onto the target and break away into 3d space (like where the worm health is) this should be visible from both cameras. The Inner piece should continue to loop and provide the actual cursor to fire with.
In addition, the homing missile mesh should play a “AimLockHomingMissile” clip as the target locks on, to further show the player the second stage.
Uses Homing TL, Homing TR, Homing BL, Homing BR (top left etc…) to attach to the outer locator1, locator2, locator3, locator4
Airstrike
Stick with current “AirstrikeCursor.xom”, unless that “node” bug still occurs with 0,0,0 duplicate (james?)
Airstrike_Intro
Cursor_Error
Cursor_Loop
Dots_Loop
Melee “Accuracy” bar (for Baseball Bat, Fire-punch, prod)
No clips (do you need them?)
uses:
“MeleeBase.tga”
“MeleeTarget.tga”
SuperAirStrike
Uses normal Airstrike Cursor for aiming
Once in first person, use:
SASCursor.xom (gfx already attached)
"Aimer_Loop"
"Aimer_Fire"
WormSelect.xom (in /weapons)
Attach “WormSelect.tga”
Rotation_Intro
Rotation_Loop (causes constant rotate)
Rotation_Outro (to overlay on top of loop)
Tutorial Pointers.xom
Intro_Large
Intro_Medium
Intro_Small
Loop_Large
Loop_Medium
Loop_Small
Outro_Large
Outro_Medium
Outro_Small
These should have NO aimers
Surrender
Skip Go
Red Bull
Flood
Girder
Land Mine
Dynamite
Super Sheep
Old Woman
Inflatable Scouser
Sheep
Sentry Gun
Prod
No More Nails
Bubble Barrier
Parachute
Jet Pack
OLD:
Strike.xom
homing.xom
byk9999