//TITLES FOR Gunman
// 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)

// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 0 255 0
// 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

//Gunman Intro sequence
$color 0 128 0
$color2 0 255 0
$fadein 0.05
$fxtime 0.2
$holdtime 2
$fadeout .5

TITLE
{
GUNMAN CHRONICLES
}

$position .8 .8 

BC1
{
Rewolf
}

BC2
{
Mary Allred
}

BC3
{ 
Steve Baier
}

BC4
{
Adrian Banninga
}

BC5
{
Renier Banninga
}

BC6
{
Brian Bazyk
}

BC7
{
Steve Blevin
}

BC8
{
Dale Broadbent
}

BC9
{
Herbert Flower
}

BC10
{
Rodney Houle
}

BC11
{
Miriam Howes
}

BC12
{
Peter Immarco
}

BC13
{
Christopher Izatt
}

BC14
{
Joe Kennebec
}

BC15
{
Jeff Lane
}

BC16
{
Brian Legge
}

BC17
{
Cris Liesch
}

BC18
{
Bill Lovan
}

BC19
{
Christopher McArthur
}

BC20
{
Tomaz Zagar
}

BC21
{
Special Thanks To:

Erik Johnson
Marc Laidlaw
Doug Lombardi
}

$fxtime 0.3
$color 0 128 0

BC22
{
Intro Music: British Audio - www.britishaudio.com
Intro Music: Instant Access Music - www.iamusic.com
}

BC23
{
Intro Music: Sound Ideas - www.sound-ideas.com
Intro Music: Peter Immarco - ultralink.tzo.com
}

$position -1 -1
$fxtime 0.5
$color 0 255 0

SKYBASE1
{
Location : 

Spiral Galaxy M51 (NGC 5194),
at the border to the Xenome infested territory
}

SKYBASE2
{
Federal Gunmen Starbase "Aeronautica"

- Crew Section
}

ValvePresents
{
ValveSoftware Presents
}

RewolfGame
{
A Rewolf Software Game
}

Gunman
{
GUNMAN
}

//Level Load Messages
// Lower left
$position 1 1
$effect 0
// Final fade-in color
$color 66 66 255 
// This is the highlight/flash color
$color2 64 227 55 
$fadein 0.07
$fadeout 1
$holdtime 2

Hours Later
{
Several hours later . . .
}

//red stuff
// All centered for now
$position -1 -1
$effect 0
// This is the final color
$color 200 0 0
// This is the highlight color
$color2 200 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
// How long it takes to fade out the message after holding
$fadeout .5

HOURSLATER
{
THREE HOURS LATER...
}

KILLGUNMAN
{
YOU HAVE BEEN FOUND
GUILTY OF HIGH TREASON !


DO NOT HARM FELLOW GUNMEN
}

TANKWITHPLAYER
{
YOU HAVE BEEN TELEPORTED
INTO KATA-SPACE !
}

TANKNOPLAYER
{
YOU NEED THE TANK TO
DESTROY THE KATA-CANNON !
}

KATAHITGUNNER
{
YOU NEED THE MAINFRAME'S DRONE
TO DESTROY THE GENERAL'S WAR DRONE !
}

//INTRO TITLES
// All centered for now
$position 0.8 0.8
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// 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 6
// How long it takes to fade out the message after holding
$fadeout 3



//ENDMAP
// All centered for now
$position 0.8 0.8
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// 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 6
// How long it takes to fade out the message after holding
$fadeout 3


BC1X
{
PROJECT LEADER 

Herbert Flower
}

BC2X
{
PROGRAMMING

Brian Legge-
(lead programmer)

Christopher McArthur 
Brian Bazyk (vehicles)
}

BC3X
{
FOLEY TECHNICIAN/SOUND

Peter Immarco-
(lead sound engineer)

Steve Blevin
}

BC4X
{
LEVEL DESIGN

Steven Baier-
(lead level designer)

Herbert Flower 
Tomaz Zagar
Rodney Houle
Reid Kimball
Dale Broadbent
}

BC5X
{
MODELS

Renier Banninga- 
(lead 3D artist)

Christopher Izatt
Adrian Banninga
}

BC6X
{
TEXTURES and SKINS

Mary Allred-
(lead 2D artist)

Herbert Flower
Renier Banninga
Miriam Howes
}

BC7X
{
RENDERED CINEMATIC

Adrian Banninga
}

BC8X
{
MUSIC

Steve Blevin
Chris Liesch
Anthony Brown
Chris Jensen
}

BC9X
{
SPECIAL THANKS TO

Aaron Stackpole
David Eckblad
Everyone at VALVE
and SIERRA
}

BC10X
{
Animal Sounds courtesy of the following companies:

Naturesongs - www.naturesongs.com
The Australian Broadcasting Company - www.abc.net.au
Hollywood Sound Factory - www.hollywoodsoundfactory.com
}

BC11X
{
Cinematic Music by British Audio - www.britishaudio.com 
Cinematic Music by Instant Access Music - www.iamusic.com
Cinematic Music by Sound Ideas - www.sound-ideas.com
Cinematic Music by Peter Immarco - ultralink.tzo.com
Vocal Samples courtesy of Spectrasonics' "Symphony of Voices"
} 

BC12X
{
PLAYTESTERS:
John Largis - Stephen Musch
Jared Guthrie - Rick Gusa
Dave Thomas - Marc Nagel
Jon Pulling - Niko Simonson
Craig Bradford
}

BC13X
{
VOICES:
Bill Lovan -- the "Bandit"
Cynthia Jones -- Mainframe AI
Mary Kae Irvin -- Intro announcer
Eric Snellman -- as "The General"
Dex Manley -- Gunman soldier
Jim French -- The scientist
Peter Immarco -- Misc.
}



// 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...
}

//HAZARD COURSE TEXT

// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 0 255 0
// 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


ENDBOSS1
{
DESTROY THE GENERAL'S
KATA-CANNON
}

ENDBOSS2
{
KATA-CANNON DESTROYED
}

ENDBOSS3
{
LURE THE GENERAL TO THE
MAINFRAME'S HEAVY DRONE
}

ENDBOSS4
{
PROTECT THE MAINFRAME'S 
DRONE FROM THE XENOMES
}

ENDBOSS5
{
THE MAINFRAME'S DRONE 
HAS BEEN DESTROYED!
}


$position -1 0.65
$holdtime 6

TEACH0
{
MOVE FORWARD BY PRESSING FORWARD KEY
MOVE BACKWARD BY PRESSING BACKWARD KEY
MOVE LEFT BY PRESSING MOVELEFT
MOVE RIGHT BY PRESSING MOVERIGHT
}


TEACH2
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS DUCK KEY TO DUCK
PRESS FORWARD + DUCK KEYS TOGETHER 
TO MOVE IN STEALTH MODE
}

TEACH3
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
}

TEACH4
{
PRESS FORWARD KEY TO MOVE UP LADDERS
PRESS BACKWARD KEY TO MOVE DOWN LADDERS
}

TEACH5
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
}

TEACH6
{
ACTIVATE BUTTONS
BY PRESSING THE USE KEY
}

TEACH7
{
MOVE UP TO KNIFE
PRESS ATTACK1 KEY TO BREAK OBJECTS
}

TEACH8
{
USE MEDICAL STATIONS BY HOLDING DOWN
THE USE KEY UNTIL HEALTH IS AT 100
OR KIT IS DEPLETED
}

TEACH9
{
PRESS FORWARD KEY TO MOVE AGAINST BOX
KEEP PRESSING FORWARD TO PUSH BOX
}

TEACH9b
{
TO PULL THE BOX BACKWARD
PRESS USE + BACKWARD KEYS TOGETHER
}

TEACH10
{
TO JUMP OVER THE BOX
PRESS FORWARD + JUMP TOGETHER,
THEN THE DUCK KEY WHILE JUMPING
}

RANGE1
{
RETURN YOUR WEAPON
TO THE RED RECEPTACLE
}

RANGE3
{
PICK UP THE STANDARD-ISSUE PISTOL
AND GATHER AMMUNITION.
}

RANGE4
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT RAPID FIRE MODE.
}

RANGE5
{
PICK UP THE SNIPER-KIT AND USE YOUR
WEAPON CUSTOMIZATION KEY TO SELECT
SNIPER MODE.  HOLD DOWN YOUR FIRE
KEY TO ZOOM-IN.  RELEASE TO FIRE
}

RANGE6
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT CHARGE MODE.
}

RANGE7
{
DO 400 DAMAGE POINTS TO THE
HOLOGRAM TARGET BEFORE IT RESETS.
}

RANGE11
{
PICK UP THE SHOTGUN AND
GATHER AMMUNITION.
}

RANGE12
{
DO 300 DAMAGE POINTS TO THE HOLOGRAM
TARGET WITHIN THE TIME LIMIT.
}

RANGE13
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO ADJUST THE SHELL-COUNT.
}

RANGE14
{
FIRING FOUR SHELLS AT ONCE WILL
INCREASE YOUR SHOTGUN'S FIREPOWER.
}

RANGE17
{
DO 500 DAMAGE POINTS TO THE HOLOGRAM
TARGET WITHIN THE TIME LIMIT.
}

RANGE18
{
SOME WEAPONS CAN OVERHEAT
CAUSING MALFUNCTIONS.
}

RANGE19
{
PICK UP THE MULTIPLE-UNIT-LAUNCH-ENGINE
}

RANGE22
{
MULTIPLE-UNIT-LAUNCH-ENGINE (M.U.L.E.)
AMMUNITION MAY BE USED LIKE GRENADES.
}

RANGE23
{
THROW THE GRENADE OVER THE BARRIER
TOWARDS THE HOLOGRAM TARGET.
}

RANGE24
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT "TRIGGER TIMED" MODE.
}
RANGE25
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS IT AGAIN TO HIGHLIGHT "PAYLOAD".
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT "CLUSTER" MODE.
}

TANK2
{
TO ENTER THE TANK, WALK UP TO THE
SIDE AND PRESS YOUR "USE" KEY.
}

TANK3
{
USE YOUR STRAFE KEYS TO TURN THE TANK.
THE TURRET HAS INDEPENDENT CONTROLS.
}

TANK5
{
PRESS YOUR JUMP KEY TO EXIT THE TANK.
}

TANK6
{
PRESS YOUR CROUCH KEY TO FIRE THE
MACHINE GUNS.  THE OTHER WEAPONS HAVE
BEEN TEMPORARILY DISABLED.
}

TANK7
{
PARK THE TANK NEXT TO THE PLATFORM EDGE
AND JUMP OUT.  YOU CAN USE THE TANK'S
BODY TO HELP YOU JUMP ONTO THE PLATFORM.
}

TANK9
{
A RAMP TO THE PLATFORM HAS BEEN LOWERED.
}

ROCKET1
{
TARGET DRONES WILL BE RELEASED
INSIDE THE CAVERN.
}

ROCKET2
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESSING IT REPEATEDLY WILL CYCLE
THROUGH THE MENU CATEGORIES.
}

ROCKET3
{
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO CHANGE SETTINGS.
}

ROCKET10
{
ENTER THE ELEVATOR TO EXIT THE TRAINING
COURSE.  YOU MAY CONTINUE TO PRACTICE
WITH THE M.U.L.E. OR OTHER WEAPONS.
}

FLASH1
{
PRESS YOUR FLASHLIGHT KEY TO 
HELP YOU SEE BETTER IN THE DARK.
}

//map names

city1a
{
Tram Part 1
}

city1b
{
Tram Part 2
}

city2a
{
Briefing room
}

city2b
{
Movement Training
}

city3a
{
Firing Range
}

city3b
{
Landing Bay
}

mayan0a
{
Landing Zone
}

mayan0b
{
War Zone
}

mayan1
{
Anti Aircraft Site
}

mayan3a
{
The Renesaur
}

mayan4
{
The General Returns
}

mayan6
{
Outlaw Camp
}

mayan8
{
Jungle Runway
}

//Rust

rust1
{
Ferrin Moon Landing
}

rust2a
{
Outpost Section A
}

rust2b
{
Outpost Section B
}

rust3a
{
Plasma Transit Station
}

rust4a
{
Shield Tower Maintenance
}

rust4b
{
Shield Tower
}

rust4c
{
Shield Tower Cinematic
}

rust5a
{
Subterranean Encounter
}

rust6a
{
Pumping Station A
}

rust6b
{
Plasma Exhaust Station
}

rust6c
{
Laser Research Labs
}

rust6d
{
Surface Section 6D
}

rust7a
{
Surface Sector 7A
}

rust7e
{
Tram Loading Station
}

rust7b
{
Surface Sector 7B
}

rust7c
{
Mainframe Data Storage
}

rust7d
{
Mainframe Core
}

rust8a
{
Pumping Station B
}

rust9a
{
Unstable Sector
}


//West

west1
{
Icnus Crash Site
}

west2
{
Icnus Cliffside
}

west3a
{
Icnus Bombing Run
}

west3b
{
Icnus Sandstone Caves
}

west4a
{
Icnus Outpost One
}

west4b
{
Icnus Outpost Two
}

west5b
{
Icnus Motorpool
}

west6a
{
Icnus Dam
}

west6b
{
Icnus Rock Crusher
}

west6c
{
Icnus Outpost Three
}

west6d
{
Icnus Refinery
}

west6e
{
Icnus Outlaw Fortress
}

rebar0a
{
The Facility Entrance
}
  
rebar0b
{
Elevator Ambush
}

rebar2a
{
Deck A
}

rebar2b
{
Deck B
}

rebar3e
{
Deck B: Surface
}

rebar2c
{
Deck C
}

rebar2g
{
Deck C: Beak-Birther
}

rebar2j
{
Deck D: Genetic Labs
}

rebar2d
{
Deck D: No Way Back
}

rebar2e
{
Deck E
}

rebar2h
{
Deck E: The Mainframe
}

rebar2k
{
The new order
}

rebar2l
{
Reinforcements
}

rebar2i
{
Obvious Changes
}

rebar2f
{
Cold War
}

rebar3b
{
The Descent
}

rebar3d
{
Unusual Pathways
}
