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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...
}

// 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
}

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