Fxtime Direct
: Controls how many seconds the entire block of text stays visible after the final letter appears.
Below is an example of a long-form text formatted for a titles.txt file, using the classic style seen in intro sequences like Gordon Freeman's arrival at Black Mesa. Example titles.txt Entry
: Determines the duration of the highlight "glow" as each letter appears. fxtime
💡 : If you are using $effect 2 , keep your $fxtime between 0.1 and 0.3 . Anything higher will make the text look like it’s "smearing" across the screen, while anything lower will make the highlight barely noticeable. Cry of Fear/Unused Text - The Cutting Room Floor
: Use -1 -1 to center the text perfectly on the screen. : Controls how many seconds the entire block
: Enables the typewriter/scanner effect where letters appear one by one.
INTRO_CREDITS { $position -1 -1 $effect 2 $color 200 200 200 $color2 255 180 30 $fxtime 0.12 $fadein 0.01 $holdtime 5.0 $fadeout 1.5 SUBJECT: DESIGNATION "FXTIME" STATUS: DATA TRANSMISSION IN PROGRESS LOCATION: ANOMALOUS MATERIALS DATA HUB CLASSIFICATION: LEVEL 4 SECURITY CLEARANCE ADMINISTRATIVE SPONSOR: RESEARCH & DEVELOPMENT OBJECTIVE: MONITORING SYSTEM TEMPORAL SYNC ANALYSIS: The $fxtime variable is critical for the visual pacing of the scanner effect. By adjusting this value to 0.12, each character glows momentarily with the highlight color (Gold) before settling into the primary text tone (Light Gray). This creates the iconic 1990s terminal aesthetic favored by Black Mesa technicians. END OF MESSAGE. } Use code with caution. Copied to clipboard Key Parameter Details 💡 : If you are using $effect 2
In the GoldSrc and Source game engines (like Half-Life and Counter-Strike ), is a parameter used in the titles.txt file to control the "scan-out" or "typewriter" effect of on-screen text. It specifically sets how many seconds a letter remains in its "highlight" color before fading into the "normal" text color.