local char = GAMEOBJ:GetObjectByID(GAMEOBJ:GetLocalCharID()) function onStartup(self,msg) -- Turn off UI --UI:SendMessage( "pushGameState", {{"state", "Celebration" }} ) -- Start Facial Animation GAMEOBJ:GetTimer():AddTimerWithCancel( 1.267, "FaceAnim1", self ) -- Play a white flash when Nexus Symbol hits Minifig GAMEOBJ:GetTimer():AddTimerWithCancel( 3.7, "WhiteFlash", self ) -- Turn on UI GAMEOBJ:GetTimer():AddTimerWithCancel( self:GetAnimationTime{ animationID = "idle" }.time, "Reset", self ) end function onTimerDone(self, msg) if (msg.name == "WhiteFlash") then --Start fade LEVEL:FadeEffect(.5, 0, 1.0, 0.0, .5, 0, 1.0, 1.00, 0.2, true )--fades into white GAMEOBJ:GetTimer():AddTimerWithCancel( 0.2, "EndFlash", self ) -- Fades from white to normal elseif (msg.name == "EndFlash") then LEVEL:FadeEffect( .5, 0, 1.0, 1.0, .5, 0, 1.0, 0.0, 1.5, true ) -- Focused 0.1 elseif (msg.name == "FaceAnim1") then char:PlayFaceDecalAnimation { animationID = "Focused", useAllDecals = true } GAMEOBJ:GetTimer():AddTimerWithCancel( 2.2, "FaceAnim2",self ) -- Angry 2.3 elseif (msg.name == "FaceAnim2") then char:PlayFaceDecalAnimation { animationID = "Angry", useAllDecals = true } GAMEOBJ:GetTimer():AddTimerWithCancel( 1.3, "FaceAnim3",self ) -- Shocked 3.6 elseif (msg.name == "FaceAnim3") then char:PlayFaceDecalAnimation { animationID = "Shocked", useAllDecals = true } GAMEOBJ:GetTimer():AddTimerWithCancel( 2.0, "FaceAnim4",self ) -- Frustrated 5.6 elseif (msg.name == "FaceAnim4") then char:PlayFaceDecalAnimation { animationID = "Frustrated", useAllDecals = true } GAMEOBJ:GetTimer():AddTimerWithCancel( 1.4, "FaceAnim5",self ) -- Angry 7.0 elseif (msg.name == "FaceAnim5") then char:PlayFaceDecalAnimation { animationID = "Angry", useAllDecals = true } -- Reenable UI elseif ( msg.name == "Reset" ) then -- UI:SendMessage( "popGameState", {{"state", "Celebration" }} ) end end