//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)



//---------------------------------
//--------  TWHLMIX STUFF  --------
//- Don't modify, only add yours. -
//---------------------------------

//Welcome message

$position -1 -1
$effect 0
$color 15 60 180
$color2 200 200 200
$fadein .5
$fadeout .5
$holdtime 8
$fxtime .25

WELCOME
{
Welcome to the TWHL-mix-map.
This map was built room by room, by serveral mappers.
Read the readme.txt for more information.
}

NOEXIT
{
This hallway was closed, because the map it woud lead to, was not finished.
You would have found the crystal to unlock the bridge in this map.
}

//---------------------
//- hazardous!' stuff -
//------- begin -------
//---------------------

//Misc

$position -1 -1
$effect 0
$color 15 60 180
$color2 200 200 200
$fadein .5
$fadeout .5
$holdtime 2.5
$fxtime .25

HAZ_START
{
Attention!
Now things are getting more...
...hazardous!.
}

$holdtime .5
HAZ_INFO
{
Press the 'use' key to pick the items up.
}

$holdtime 1
HAZ_PICKUP
{
Wrench and oil obtained.
}

$holdtime 1.5
HAZ_NONEED
{
I won't need this anymore.
}

$position -1 -1
$effect 0
$color 200 0 0
$color2 200 0 0
$fadein .05
$fadeout .1
$holdtime .2
$fxtime .25

HAZ_TELE
{
     ***DANGER!***
Anomalous phase shifting!
}

//Computer talking

$position -1 .6
$effect 2
$color 50 255 0
$color2 200 200 200
$fadein .02
$fadeout .5
$holdtime 2
$fxtime .02

//Player arrives in the xeno room.
HAZ_COMP1
{
---
A visitor!
Welcome!
---
}

//Lights are on.
$holdtime 5
HAZ_COMP2
{
---
Why don't you get off that thing and go to the elevator?
Be carefull with that liquid down there.
---
}

//Player is scanned.
$holdtime 2
HAZ_COMP3
{
---
Scan for microorganisms negative. 
You are clean.
---
}

//Player enters lab.
$holdtime 5
HAZ_COMP4
{
---
You have just entered the lab. Here the doc did all his researches.
The government agents turned this place upside down.

Proceed!
---
}

//Player is in the corridor.
$holdtime 4
HAZ_COMP5
{
---
Yes ... yes!
Come to me.
Come here!
---
}

//Player entered the tele-room.
$holdtime 5
HAZ_COMP6
{
---
This is the teleportationroom and where all the data is stored.

Now that the doc is dead, you will help me to fullfill his will.
---
}

//Player is near the doc's corpse.
$holdtime 5
HAZ_COMP7
{
---
This is the Doc.

Those government agents shot him as he refused to give them his research data.

May he rest in peace.
---
}

//Player is near the computers.
$holdtime 8.5
HAZ_COMP8
{
---
The computers.
Here all the research data is stored.

The intruders wanted to use it for military purposes.
As I started destroying the harddisks, they killed the main power.

I currently use the emergency power cell, enough to talk to you.
---
}

$holdtime 6
HAZ_COMP9
{
---
You must reactivate the power so I can make the data storage overheat
and destroy the remaining data.

Go into the generator room and activate the power generators.
One generator needs some maintenance before, which I cannot do.
---
}

//Player has entered the generator room.
$holdtime 6
HAZ_COMP10
{
---
Take the oil and the wrench and go to the left generator.
Loosen the screws, open the hull and grease the gearing.

Then start the generators.
---
}

//Player activated the power.
$holdtime 1.5
HAZ_COMP11
{
---
Good!

Main power returns.
All systems reactivated.
---
}

//Player is near broken door.
$holdtime 1.5
HAZ_COMP12
{
---
Don't try it.
This door has been destroyed by the intruders.
---
}

//Player leaves generator room.
$holdtime 3
HAZ_COMP13
{
---
Overheating protection deactivated.
System load: 80%.....90%.....100%.
Warning! System temperatur is high!

Good, good!
---
}

//Systems overheats.
$holdtime 3
HAZ_COMP14
{
---
System failure! Memory error!
Data storage destroyed!

Very good!
It is destroyed, all the data is gone.
---
}

//Intruders are comming.
$holdtime 4
HAZ_COMP15
{
---
Thanks for yo ... what?
Intruders detected!

Get onto the teleporter!
Quickly!
They are comming again.
---
}

//Player doesn't go to teleporter.
$holdtime 3
HAZ_COMP16
{
---
Move!

They are trying to teleport in here.
I cannot keep them back much longer!

Go to the teleporter.
---
}

//Player is on teleporter.
$holdtime 3
HAZ_COMP17
{
---
Good.

Forcefield activated.
Teleportationsequence initiated.
---
}

//Player is teleported.
$holdtime 7
HAZ_COMP18
{
---
Good!

I will teleport you to a safe destination.
Thanks for your help.

Those government agents will not get the data
and the doc's will is fullfilled.
I will switch myself off now.

Farewell...
---
}

//---------------------
//- hazardous!' stuff -
//-------- end --------
//---------------------

//Final messages

$position -1 -1
$effect 0
$color 15 60 180
$color2 200 200 200
$fadein .5
$fadeout .5
$holdtime 7
$fxtime .25

FINAL1
{
We are reciving reports of what scientists are calling
quantum disterbences throughout the globe.
}

$holdtime 5
FINAL2
{
People and objects have been reported being sucked into these disturbences.
}

$holdtime 8
FINAL3
{
All this after the whole world was put into a state of alert,
after a nuclear explosion raked the Black Mesa Reaserch complex.
}

$holdtime 6
FINAL4
{
The goverment is asking people not to investigate the disterbences
and anything they excrete.
}

//---------------------------------
//--------  TWHLMIX STUFF  --------
//- End - HL messages below only. -
//---------------------------------



//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
}
