Overwatch, a cooperative multiplayer FPS/RTS hybrid powered by the Source engine and based on the Half-Life 2 universe.

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Overwatch, a cooperative multiplayer FPS/RTS hybrid powered by the Source engine and based on the Half-Life 2 universe.

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End-User License Agreement: PLEASE READ THE AGREEMENT CAREFULLY BECAUSE IT IS A LEGAL CONTRACT AND IMPOSES OBLIGATIONS ON YOU AS A USER OF OVERWATCH. BY CLICKING THE "ACCEPT" BUTTON, YOU ARE CONSENTING TO BE BOUND BY THIS AGREEMENT. IF YOU DO NOT AGREE TO THE TERMS AND CONDITIONS OF THIS AGREEMENT, DO NOT CLICK THE "ACCEPT" BUTTON AND DO NOT INSTALL OR USE THIS SOFTWARE. Intellectual Property Rights All Half-Life 2 assets included in this release are Copyright 2010 Valve Corporation, all rights reserved. All original assets included in this release are protected by the copyright laws of Canada and international copyright treaties. Disclaimer Of Warranties And Limitation Of Liability OVERWATCH IS SUPPLIED "AS IS" AND ALL USE IS AT YOUR OWN RISK. All warranties of any kind, either express or implied, including but not limited to implied warranties of fitness for a particular purpose, merchantability or non-infringement of proprietary rights are disclaimed. Neither this agreement nor any documentation furnished under it is intended to express or imply any warranty that the operation of Overwatch will be uninterrupted, timely, or error-free. UNDER NO CIRCUMSTANCES SHALL THE DEVELOPERS BE LIABLE TO ANY USER FOR DIRECT, INDIRECT, INCIDENTAL, CONSEQUENTIAL, SPECIAL, OR EXEMPLARY DAMAGES (EVEN IF THE DEVELOPERS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES), ARISING FROM OR RELATING TO THIS AGREEMENT, OVERWATCH, YOUR USE OR MISUSE OF OVERWATCH, OR ERRORS IN OVERWATCH. Governing Law This Agreement shall be governed by and interpreted in accordance with the laws of Canada and the Province of Quebec. If a term or provision of this Agreement shall be declared invalid in a court of competent jurisdiction, such invalidity shall be limited solely to the specific term or provision invalidated, and the remainder of this Agreement shall remain in full force and effect, according to its terms."GameInfo" { game "Overwatch" title "OVERWATCH" title2 "" gamelogo 0 icon "ow" type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 developer_url "****://www.redmatter.ca/overwatch" developer "redMatter" manual "****://www.overwatchmod.com/resources/articles" FileSystem { SteamAppId 218 ToolsAppId 211 AdditionalContentId 320 SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|hl2mp Game |all_source_engine_paths|hl2 } } }ow_breach ow_canals ow_citadel ow_crossroads ow_breach ow_canals ow_citadel ow_crossroads <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html> <head> <title>Welcome to the Overwatch Mod!</title> <meta ****-equiv="REFRESH" content="0;url=****://www.overwatchmod.com/owinfo/"> </head> <body bgcolor="#000000" text="#FFFFFF"> <a ****="****://www.overwatchmod.com/owinfo/>Overwatch Info</a> </body> </html>======================================================================= OVERWATCH MOD ======================================================================= > Installation Instructions: - -------------------------- The following installation instructions apply if you have downloaded the archive (ZIP file) as opposed to the installer (EXE file). 1. Navigate to your SourceMods folder located in the Steam folder (...SteamsteamappsSourceMods) 2. Extract the "overwatch" folder from the ZIP file and place it in the "SourceMods" folder 3. Ensure that "gameinfo.txt" is located at: ...SourceModsoverwatchgameinfo.txt 4. Close Steam (if it is running) and relaunch it 5. Overwatch should now appear in your Steam Library (under the Games tab) 6. Double-click it to play. Enjoy! > Important Notes: - ---------------- #. CAN'T SEE ANY SERVERS? Make sure "Show Map List" at the bottom-left corner of the Server Browser window is _not_ selected #. HAVING PROBLEMS RUNNING OVERWATCH? Try launching "updater.exe" in the "overwatch" folder under SourceMods #. STILL HAVING PROBLEMS? Visit our Community forums: ****://community.overwatchmod.com/ > Installation Instructions (Dedicated Servers): - ---------------------------------------------- The following installation instructions apply if you want to host a Dedicated server using SRCDS, on the Windows operating system. Up-to-date instructions can be found on our forums: ****://bit.ly/brvjor 1. Download the HLDS Update Tool: ****://www.steampowered.com/download/hldsupdatetool.exe 2. Install it to a path without spaces in the folder names (i.e. C:Program FilesSomething is a bad idea) 3. Run: hldsupdatetool.exe (this will update the tool itself) 4. Run: hldsupdatetool.exe -command update -game "orangebox" -dir C:PathToFolder[NoTrailingSlash] 5. That will create 2 folders at that location, "hl2" and "orangebox" 6. Extract the "overwatch" folder from the ZIP file and place it in the "orangebox" folder (next to the "bin" folder) 7. Make sure "gameinfo.txt" is in the "overwatch" folder 8. To start the server, run: srcds.exe -console -game Overwatch +exec server.cfg +map ow_citadel +maxplayers 8 -tickrate 66 +fps_max 300 [and whatever other parameters you need, like +ip and -port] NOTE: The Overwatch Updater Utility does NOT currently work for dedicated servers. > Important Links: - ---------------- #. Latest Overwatch Mod News: ****://www.overwatchmod.com/owinfo/ #. Web Site: ****://www.overwatchmod.com/ #. Community forums: ****://community.overwatchmod.com/ #. Bug Tracker: ****://community.overwatchmod.com/tracker/ #. Help & Support: ****://community.overwatchmod.com/forum/25-game-tech-support/ #. Live Chat & Support: ****://webchat.overwatchmod.com/ =======================================================================<ow_breach> { material overviews/ow_breach // texture file pos_x -5600 // X coordinate pos_y 5065 // Y coordinate scale 7.00 // scale used when taking the screenshot rotate 0 // map was rotated in an image editor zoom 1.0 // optimal zoom factor if map is shown in full size }<ow_canals> { material overviews/ow_canals // texture file pos_x -4764 // X coordinate pos_y 3339 // Y coordinate scale 9 // scale used when taking the screenshot rotate 0 // map was rotated in an image editor zoom 1.0 // optimal zoom factor if map is shown in full size }<ow_citadel> { material overviews/ow_citadel // texture file pos_x -2643 // X coordinate pos_y 2989 // Y coordinate scale 5.0 // scale used when taking the screenshot rotate 0 // map was rotated in an image editor zoom 1.0 // optimal zoom factor if map is shown in full size } <ow_crossroads> { material overviews/ow_crossroads // texture file pos_x -3479 // X coordinate pos_y 2770 // Y coordinate scale 7 // scale used when taking the screenshot rotate 0 // map was rotated by 90 degrees in image editor zoom 1 // optimal zoom factor if map is shown in full size } // OVERWATCH L10N @ 1011260408 "lang" { "Language" "English" "Tokens" { // // Overwatch // Game End Messages "PR_Player_Win" "Resistance Wins!" "PR_GM_Win" "Overwatch Wins!" "PR_Game_Draw" "Round Draw" // Round Messages "Pr_GM_Select_Start" "Selecting the Overwatch player in %s1 seconds..." "Pr_GM_Select_Overtime" " No player in the Overwatch team!\0nChoosing one at random in %s1 seconds..." "PR_Waiting" "Waiting for another player to choose a team..." "PR_Round_Init" "Round will begin in %s1 seconds..." "PR_GM_Select" "%s1 was selected as Overwatch." "PR_Round_Start" "The round has begun." "PR_Round_Ended" "The round has ended." // Info Displayed on HUD - GM "PR_Tooltip_Cooldown" " Cooldown: %s1sec" "PR_Tooltip_Ready" " Status: Ready" "PR_Tooltip_ActiveCool" " Cooldown Remaining: %s1sec" "PR_Tooltip_Charges" " Charges: %s1" "PR_Tooltip_Cost" "Cost:" "PR_Tooltip_Supply" "Supplies:" "PR_Tooltip_Spawntime" "Spawn Time:" "PR_Tooltip_Stock" "Available Units:" "PR_Tooltip_Binding" "Bound to Key:" "PR_Tooltip_NotBound" "Not Bound" "PR_Economy" " Economy" "PR_Economy_Money" " Money: %s1" "PR_Economy_Supplies" " Supplies: %s1" "PR_GMOrder_Stop" "Stop" "PR_GMOrder_Move" "Move" "PR_GMOrder_AttackMove" "Attack/Move" "PR_GMOrder_Attack" "Attack" "PR_GMOrder_Stop_Desc" "Order selected units to cancel all orders and stop moving." "PR_GMOrder_Move_Desc" "Order selected units to move to the target area." "PR_GMOrder_AttackMove_Desc" "Order selected units to move to the target area and attack enemies along the way." "PR_GMOrder_Attack_Desc" "Order selected units to attack the target." "PR_Metro_DeployManhack" "Deploy Manhack" "PR_Metro_DeployManhack_Desc" "Order the selected Metrocop to deploy a manhack." "PR_ClawScanner_DeployHopperMine" "Deploy Hopper Mine" "PR_ClawScanner_DeployHopperMine_Desc" "Order the selected Scanner to deploy the carried hopper mine." // Info Displayed on HUD - Players "PR_Revive_Info" "Press and hold your 'USE' key to revive the player." "PR_Dead_Info" "You are dead. Wait to be revived." "PR_Reviving" "You are reviving %s1." "PR_Being_Revived" "You are being revived by %s1." "PR_Revive_Degrading" "You are no longer being revived..." "PR_Auto_Revive" "You will be automatically revived in %s1 seconds." // Team Select Menu "PR_Join_Team" "Choose a Side" "PR_Join_GM" "1. Opt in for Overwatch" "PR_Join_Players" "2. Join the Resistance" //"PR_Random" "3. Random" "PR_Spectate" "4. Spectate" "PR_Cancel" "0. Exit" "PR_Only_One_GM" "The Overwatch has already been selected for this round." "PR_Max_Player_Limit" "The Resistance is full (Max = %s1)." "PR_Joined_Late" "Round already in progress. Please wait for a new round." // Update Panel "PR_Update_Title" "Overwatch Updates" "PR_Update_Checking" "Checking for Overwatch updates..." "PR_Update_TimedOut" "Update request has timed out." "PR_Update_UpToDate" "Your client is up to date!" "PR_Update_NeedsUpdate" "Your client is out of date. You should update before playing." "PR_Update_Invalid" "There was an error checking for updates." "PR_Update_FailedToLaunch" "The updater failed to launch (updater.exe may be missing)." "PR_UpdateNow_Button" "Update" "PR_UpdateLater_Button" "Close" // Default Team Names "PR_TeamName_Unassigned" "Unassigned" "PR_TeamName_Spectator" "Spectator" "PR_TeamName_GM" "Overwatch" "PR_TeamName_Players" "Resistance" // Weapons "PR_RiotShield" "RIOT SHIELD" "PR_Medpack" "MEDPACK" "PR_RiotShield_Pickup" "%+attack% MELEE ATTACK %drop% DROP RIOT SHIELD" "PR_Medpack_Pickup" "%+attack% HEAL TARGET %drop% DROP MEDPACK" // Roles "PR_Role_Medic" "MEDIC" "PR_Role_Defender" "DEFENDER" // Scoreboard "PR_Scoreboard_Dead" "Dead" "PR_Scoreboard_Incapacitated" "Incapacitated" // Keyboard Options Config Panel "PR_KM_Shared_Title" "SHARED KEYS (RESISTANCE / OVERWATCH)" "PR_Move_Forward" "Move forward / Move view up" "PR_Move_Back" "Move back / Move view down" "PR_Move_Left" "Move left (Strafe) / Pan view left" "PR_Move_Right" "Move right (Strafe) / Pan view right" "PR_Next_Weapon" "Next weapon / Zoom view in" "PR_Previous_Weapon" "Previous weapon / Zoom view out" "PR_Duck" "Duck / Assign units to group (1-9)" "PR_KM_GM_Title" "OVERWATCH SPECIFIC" "PR_GM_StopOrder" "Order selected units to stop" "PR_GM_ToggleAttack" "Order selected units to attack" "PR_GM_ToggleMove" "Order selected units to move" "PR_GM_ToggleAttackMove" "Order selected units to move and attack" "PR_GM_SpecialAbility" "Order selected units to use special ability" "PR_KM_Misc_Title" "OTHER KEYS" "PR_Use_Items" "Use/Activate/Grab item, Revive player" "PR_Choose_Side" "Choose side" "PR_Toggle_Overview" "Toggle player minimap" "PR_Toggle_TaskList" "Toggle objectives list" "PR_Voice_Menu_0" "Voice commands menu 1" "PR_Voice_Menu_1" "Voice commands menu 2" "PR_Voice_Menu_2" "Voice commands menu 3" "PR_Drop_Special" "Drop Role item" "PR_Role_Swap" "Switch to Role item" // Voice Menu "Voice" "Voice" "Voice_Command_Menu1" "Priority Commands" "Voice_Command_Menu2" "Voice Commands - Two" "Voice_Command_Menu3" "Random Chatter" "Voice_Cancel" "Cancel" "Voice_Menu_Empty" "Empty" "Voice_Menu_Medic" "Medic!" "Voice_Menu_Help" "Help!" "Voice_Menu_Grenade" "Grenade!" "Voice_Menu_Commanded" "Affirmative." "Voice_Menu_This_Way" "Follow me!" "Voice_Menu_Selected" "I'm ready." "Voice_Menu_Start_Follow" "I'll follow you." "Voice_Menu_Stop_Follow" "I'm staying here." "Voice_Menu_Hello" "Hello." "Voice_Menu_Question" "Idle question." "Voice_Menu_Answer" "Idle answer." "Voice_Menu_Betrayal" "I trusted you." // Timer "PR_Timer" "TIME:" // Tasklist "PR_Objectives" "Objectives:" // // HL2 and HL2DM (Modified) "HL2MP_SCoreboard_Combine" "Overwatch" "HL2MP_Scoreboard_Rebels" "Resistance" "Cstrike_Spec_CT_Score" "" "Cstrike_Spec_Ter_Score" "" "Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Health:%s2" "NPCid_sameteam" "Friend: %s1" "NPCid_diffteam" "Enemy: %s1" "Team" "Team %s1" // // HL2 and HL2DM (Defaults) "hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE\0n(PULSE-RIFLE)" "HL2_Bugbait" "PHEROPOD\0n(BUGBAIT)" "HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRENADE" "HL2_GravityGun" "ZERO-POINT ENERGY GUN\0n(GRAVITY GUN)" "HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG\0n(ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG\0n(SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M\0n(Selectable Lightweight Attack Munition)" "HL2_StunBaton" "STUNSTICK" "HL2_357Handgun_Menu" ".357 MAGNUM" "HL2_Pulse_Rifle_Menu" "PULSE RIFLE" "HL2_Crossbow_Menu" "CROSSBOW" "HL2_Crowbar_Menu" "CROWBAR" "HL2_Grenade_Menu" "GRENADE" "HL2_GravityGun_Menu" "GRAVITY GUN" "HL2_Pistol_Menu" "9MM PISTOL" "HL2_RPG_Menu" "RPG" "HL2_Shotgun_Menu" "SHOTGUN" "HL2_SMG1_Menu" "SMG" "HL2_SLAM_Menu" "S.L.A.M" "HL2_StunBaton_Menu" "STUNSTICK" "HL2MP_Scoreboard_DM" "Deathmatch" "HL2MP_Scoreboard_Score" "Kills" "HL2MP_Scoreboard_Deaths" "Deaths" "ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Team Deathmatch" "ScoreBoard_Spectator" "%s1 spectator: %s2" "ScoreBoard_Spectator" "%s1 spectators: %s2" "Scoreboard_Server" "%s1" "Scoreboard_Ping" "Ping" "Game_connected" "%s1 connected" "Game_disconnected" "%s1 has left the game" "Cannot_Be_Spectator" "This server does not allow spectating" // Radio and chat strings can have control characters embedded to set colors. For the control characters to be used, one must be at the start of the string. // The control characters can be copied and pasted in notepad. // = 0x02 (STX) - Use team color up to the end of the player name. This only works at the start of the string, and precludes using the other control characters. // = 0x03 (ETX) - Use team color from this point forward. // = 0x04 (EOT) - Use location color from this point forward. // = 0x01 (SOH) - Use normal color from this point forward. "HL2MP_Chat_Team_Loc" "(TEAM) %s1 @ %s3 : %s2" "HL2MP_Chat_Team" "(TEAM) %s1 : %s2" "HL2MP_Chat_Team_Dead" "*DEAD*(TEAM) %s1 : %s2" "HL2MP_Chat_Spec" "(Spectator) %s1 : %s2" "HL2MP_Chat_All" "%s1 : %s2" "HL2MP_Chat_AllDead" "*DEAD* %s1 : %s2" "HL2MP_Chat_AllSpec" "*SPEC* %s1 : %s2" "HL2MP_Name_Change" "* %s1 changed name to %s2" } } "Resource/UI/InfoWindow.res" { "info_panel" { "ControlName" "CPR_InfoPanel" "fieldName" "TextWindow" "xpos" "0" "ypos" "0" "wide" "640" "tall" "480" "autoResize" "1" "pinCorner" "0" "visible" "1" "enabled" "1" "tabPosition" "0" } "HTMLMessage" { "ControlName" "HTML" "fieldName" "HTMLMessage" "xpos" "30" "ypos" "60" "wide" "580" "tall" "320" "autoResize" "1" "pinCorner" "0" "visible" "1" "enabled" "1" } "TextMessage" { "ControlName" "TextEntry" "fieldName" "TextMessage" "xpos" "76" "ypos" "116" "wide" "480" "tall" "240" "autoResize" "0" "pinCorner" "0" "visible" "1" "enabled" "1" "textAlignment" "northwest" "textHidden" "0" "editable" "0" "maxchars" "-1" "NumericInputOnly" "0" } "MessageTitle" { "ControlName" "Label" "fieldName" "MessageTitle" "xpos" "76" "ypos" "22" "wide" "450" "tall" "48" "autoResize" "0" "pinCorner" "0" "visible" "1" "enabled" "1" "labelText" "Message Title" "textAlignment" "west" "dulltext" "0" "brighttext" "0" "font" "MenuTitle" } "ok" { "ControlName" "Button" "fieldName" "ok" "xpos" "76" "ypos" "400" "wide" "128" "tall" "20" "autoResize" "0" "pinCorner" "2" "visible" "1" "enabled" "1" "labelText" "#PropertyDialog_OK" "textAlignment" "center" "dulltext" "0" "brighttext" "0" "command" "okay" "default" "1" } } // Game specific definitions "$game" "Overwatch" "HL2Player.SprintNoPower" { "channel" "CHAN_BODY" "volume" "0.8" "soundlevel" "SNDLVL_60dB" "wave" "player/suit_denydevice.wav" } "HL2Player.SprintStart" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_60dB" "wave" "player/suit_sprint.wav" } "HL2Player.FlashLightOn" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" "items/flashlight1.wav" } "HL2Player.FlashLightOff" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" "items/flashlight1.wav" } "HL2Player.PickupWeapon" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "items/ammo_pickup.wav" } "HL2Player.TrainUse" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "plats/train_use1.wav" } "HL2Player.Use" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_select.wav" } "HL2Player.UseNPC" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_select.wav" } "HL2Player.UseDeny" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_denyselect.wav" } "HL2Player.BurnPain" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/pl_burnpain1.wav" "wave" "player/pl_burnpain2.wav" "wave" "player/pl_burnpain3.wav" } } // SHARED player sounds "Player.Death" { "channel" "CHAN_VOICE" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/pl_pain5.wav" "wave" "player/pl_pain6.wav" "wave" "player/pl_pain7.wav" } } "Player.PlasmaDamage" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "wave" "player/general/flesh_burn.wav" } "Player.SonicDamage" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/pl_pain5.wav" "wave" "player/pl_pain6.wav" "wave" "player/pl_pain7.wav" } } "Player.DrownStart" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "player/pl_drown1.wav" } "Player.Swim" { "channel" "CHAN_STATIC" "volume" "0.5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/wade5.wav" "wave" "player/footsteps/wade6.wav" "wave" "player/footsteps/wade7.wav" "wave" "player/footsteps/wade8.wav" } } "Player.FallDamage" { "channel" "CHAN_AUTO" "volume" "0.75" "pitch" "90,110" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/pl_fallpain1.wav" "wave" "player/pl_fallpain3.wav" } } "Player.FallGib" { "channel" "CHAN_ITEM" "volume" "0.75" "pitch" "90,110" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "physics/body/body_medium_break2.wav" } } "Player.DrownContinue" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "player/pl_drown1.wav" "wave" "player/pl_drown2.wav" "wave" "player/pl_drown3.wav" } } "Player.Wade" { "channel" "CHAN_BODY" "volume" "0.25" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/footsteps/wade5.wav" "wave" "player/footsteps/wade6.wav" "wave" "player/footsteps/wade7.wav" "wave" "player/footsteps/wade8.wav" } } "Player.AmbientUnderWater" { "channel" "CHAN_STATIC" "volume" "0.22" "soundlevel" "SNDLVL_75dB" "wave" "ambient/water/underwater.wav" } "Player.UseTrain" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "plats/train_use1.wav" } "Player.UseDeny" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_select.wav" } "Player.PickupWeapon" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "95,105" "wave" "items/ammo_pickup.wav" } "Geiger.BeepLow" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/geiger1.wav" "wave" "player/geiger2.wav" } } "Geiger.BeepHigh" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/geiger2.wav" "wave" "player/geiger3.wav" } } //HL2MP "NPC_MetroPolice.Die" { "channel" "CHAN_VOICE" "volume" "0.500" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/metropolice/die1.wav" "wave" "npc/metropolice/die2.wav" "wave" "npc/metropolice/die3.wav" "wave" "npc/metropolice/die4.wav" } } "NPC_CombineS.Die" { "channel" "CHAN_VOICE" "volume" "0.500" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/combine_soldier/die1.wav" "wave" "npc/combine_soldier/die2.wav" "wave" "npc/combine_soldier/die3.wav" } } "NPC_Citizen.die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "*vo/npc/$gender01/pain07.wav" "wave" "*vo/npc/$gender01/pain08.wav" "wave" "*vo/npc/$gender01/pain09.wav" } }// HL2 Weapons // ******* // BULLETS "Bullets.DefaultNearmiss" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "rndwave" { "wave" ">weapons/fx/nearmiss/bulletLtoR03.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR04.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR06.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR07.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR09.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR10.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR13.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR14.wav" } } "Bullets.GunshipNearmiss" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_140dB" "pitch" "50" "rndwave" { "wave" ">weapons/fx/nearmiss/bulletLtoR03.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR04.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR05.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR06.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR11.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR12.wav" } } "Bullets.StriderNearmiss" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "pitch" "75" "rndwave" { "wave" ">weapons/fx/nearmiss/bulletLtoR11.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR13.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR14.wav" } } "FX_RicochetSound.Ricochet" { "channel" "CHAN_STATIC" "volume" "0.5, 0.6" "soundlevel" "SNDLVL_80dB" "pitch" "90, 110" "rndwave" { "wave" "weapons/fx/rics/ric1.wav" "wave" "weapons/fx/rics/ric2.wav" "wave" "weapons/fx/rics/ric3.wav" "wave" "weapons/fx/rics/ric4.wav" "wave" "weapons/fx/rics/ric5.wav" } } "FuncTank.Fire" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "100, 120" "rndwave" { "wave" "weapons/ar1/ar1_1.wav" "wave" "weapons/ar1/ar1_2.wav" } } // ******* // WEAPONS // weapon_ar2.txt "Weapon_AR2.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_AR2.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload.wav" } "Weapon_AR2.Reload_Rotate" { "channel" "CHAN_ITEM" "volume" "0.9" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload_rotate.wav" } "Weapon_AR2.Reload_Push" { "channel" "CHAN_ITEM" "volume" "0.9" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload_push.wav" } "Weapon_AR2.Single" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "85,95" "rndwave" { "wave" "weapons/ar2/fire1.wav" } } "Weapon_AR2.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_AR2.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } "Weapon_AR2.Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/ar2/ar2_altfire.wav" } "Weapon_AR2.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/npc_ar2_reload.wav" } "Weapon_AR2.NPC_Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/ar2/npc_ar2_altfire.wav" } "Weapon_AR2.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" // "wave" "^weapons/ar2/npc_ar2_fire1.wav" "wave" "^weapons/ar1/ar1_dist1.wav" } "Weapon_functank.Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" "wave" "^weapons/ar1/ar1_dist1.wav" } // weapon_binoculars.txt "Weapon_Binoculars.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoomin.wav" } "Weapon_Binoculars.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoomout.wav" } "Weapon_Binoculars.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoommax.wav" } // weapon_brickbat.txt "Weapon_Brickbat.Special1" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "physics/wood/wood_box_impact_hard1.wav" } "Weapon_Bugbait.Splat" { "channel" "CHAN_WEAPON" "volume" "0.75" "soundlevel" "SNDLVL_75dB" "pitch" "90,115" "rndwave" { "wave" "weapons/bugbait/bugbait_squeeze1.wav" "wave" "weapons/bugbait/bugbait_squeeze2.wav" "wave" "weapons/bugbait/bugbait_squeeze3.wav" } } "Weapon_CombineGuard.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/cguard/charging.wav" } // weapon_crowbar.txt "Weapon_Crowbar.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/iceaxe/iceaxe_swing1.wav" } "Weapon_Crowbar.Melee_Hit" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_105dB" "pitch" "98,102" "rndwave" { "wave" "physics/flesh/flesh_impact_bullet3.wav" "wave" "physics/flesh/flesh_impact_bullet4.wav" "wave" "physics/flesh/flesh_impact_bullet5.wav" } } "Weapon_Crowbar.Melee_HitWorld" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_90dB" "pitch" "90,120" "rndwave" { "wave" "weapons/crowbar/crowbar_impact1.wav" "wave" "weapons/crowbar/crowbar_impact2.wav" } } // weapon_extinguisher.txt "Weapon_Extinguisher.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_Extinguisher.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload.wav" } "Weapon_Extinguisher.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "wave" "weapons/extinguisher/fire1.wav" } "Weapon_Extinguisher.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/extinguisher/release1.wav" } "Weapon_Extinguisher.Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/ar2/ar2_altfire.wav" } "Weapon_Extinguisher.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "95,105" "wave" "weapons/ar2/npc_ar2_fire1.wav" } "Weapon_Extinguisher.NPC_Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/ar2/npc_ar2_altfire.wav" } "Weapon_Extinguisher.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/npc_ar2_reload.wav" } // weapon_flaregun.txt "Weapon_FlareGun.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/flaregun/fire.wav" } "Weapon_FlareGun.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/flaregun/reload.wav" } "Weapon_FlareGun.Burn" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_NORM" "volume" "0.65" "wave" "weapons/flaregun/burn.wav" } // weapon_gauss.txt "Weapon_Gauss.ChargeLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/gauss/chargeloop.wav" } // weapon_irifle.txt "Weapon_IRifle.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_IRifle.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" ")weapons/irifle/irifle_fire2.wav" } // weapon_physcannon.txt "Weapon_PhysCannon.Launch" { "channel" "CHAN_WEAPON" "volume" "0.57" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "110,120" "rndwave" { "wave" ")weapons/physcannon/superphys_launch1.wav" "wave" ")weapons/physcannon/superphys_launch2.wav" "wave" ")weapons/physcannon/superphys_launch4.wav" } } "Weapon_MegaPhysCannon.Launch" { "channel" "CHAN_WEAPON" "volume" "0.6" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "130,140" "rndwave" { "wave" "weapons/physcannon/superphys_launch1.wav" "wave" "weapons/physcannon/superphys_launch2.wav" "wave" "weapons/physcannon/superphys_launch3.wav" "wave" "weapons/physcannon/superphys_launch4.wav" } } "Weapon_PhysCannon.Charge" { "channel" "CHAN_ITEM" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_charge.wav" } "Weapon_MegaPhysCannon.Charge" { "channel" "CHAN_ITEM" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "pitch" "70,80" "wave" "weapons/physcannon/physcannon_charge.wav" } "Weapon_PhysCannon.DryFire" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_dryfire.wav" } "Weapon_MegaPhysCannon.DryFire" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "pitch" "70,80" "wave" "weapons/physcannon/physcannon_dryfire.wav" } "Weapon_PhysCannon.Pickup" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "wave" ")weapons/physcannon/physcannon_pickup.wav" } "Weapon_MegaPhysCannon.Pickup" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "pitch" "70,80" "wave" "weapons/physcannon/physcannon_pickup.wav" } "Weapon_PhysCannon.OpenClaws" { "channel" "CHAN_VOICE" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_claws_open.wav" } "Weapon_PhysCannon.CloseClaws" { "channel" "CHAN_VOICE" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_claws_close.wav" } "Weapon_PhysCannon.Drop" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "wave" ")weapons/physcannon/physcannon_drop.wav" } "Weapon_MegaPhysCannon.Drop" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "pitch" "50,60" "wave" "weapons/physcannon/physcannon_drop.wav" } "Weapon_PhysCannon.HoldSound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physcannon/hold_loop.wav" } "Weapon_MegaPhysCannon.HoldSound" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NORM" "pitch" "100" "wave" "weapons/physcannon/superphys_hold_loop.wav" } "Weapon_MegaPhysCannon.ChargeZap" { "channel" "CHAN_VOICE" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "pitch" "90,110" "rndwave" { "wave" "weapons/physcannon/superphys_small_zap1.wav" "wave" "weapons/physcannon/superphys_small_zap2.wav" "wave" "weapons/physcannon/superphys_small_zap3.wav" "wave" "weapons/physcannon/superphys_small_zap4.wav" } } "Weapon_PhysCannon.TooHeavy" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_NORM" "pitch" "100" "wave" "weapons/physcannon/physcannon_tooheavy.wav" } // weapon_physgun.txt "Weapon_Physgun.On" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_on.wav" } "Weapon_Physgun.Off" { "channel" "CHAN_ITEM" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_off.wav" } "Weapon_Physgun.Special1" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/flaregun/impact.wav" } "Weapon_Physgun.LockedOn" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "pitch" "90" "wave" "weapons/physgun_loop1.wav" } "Weapon_Physgun.Scanning" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop2.wav" } "Weapon_Physgun.LightObject" { "channel" "CHAN_STATIC" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop3.wav" } "Weapon_Physgun.HeavyObject" { "channel" "CHAN_STATIC" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop4.wav" } // weapon_pistol.txt "Weapon_Pistol.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/pistol/pistol_reload1.wav" } "Weapon_Pistol.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_Pistol.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/pistol/pistol_empty.wav" } "Weapon_Pistol.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" ")weapons/pistol/pistol_fire2.wav" } "Weapon_Pistol.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "90,120" "wave" "^weapons/pistol/pistol_fire3.wav" } "Weapon_Pistol.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/smg1/switch_single.wav" } "Weapon_Pistol.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" ")SNDLVL_NORM" "wave" "weapons/smg1/switch_burst.wav" } "Weapon_Pistol.Burst" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,105" "wave" "^weapons/smg1/smg1_fireburst1.wav" } // weapon_rpg.txt "Weapon_RPG.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" ")weapons/rpg/rocketfire1.wav" } "Weapon_RPG.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/rpg/rocketfire1.wav" } "Weapon_RPG.LaserOn" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_RPG.LaserOff" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } // weapon_shotgun.txt "Weapon_Shotgun.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "95,100" "wave" "weapons/shotgun/shotgun_empty.wav" } "Weapon_Shotgun.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/shotgun/shotgun_reload1.wav" "wave" "weapons/shotgun/shotgun_reload2.wav" "wave" "weapons/shotgun/shotgun_reload3.wav" } } "Weapon_Shotgun.Special1" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/shotgun/shotgun_cock.wav" } "Weapon_Shotgun.Single" { "channel" "CHAN_WEAPON" "volume" "0.86" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "rndwave" { // "wave" "weapons/shotgun/shotgun_fire2.wav" // "wave" "weapons/shotgun/shotgun_fire6.wav" "wave" "weapons/shotgun/shotgun_fire7.wav" } } "Weapon_Shotgun.Double" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "90,95" "wave" "weapons/shotgun/shotgun_dbl_fire7.wav" } "Weapon_Shotgun.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/shotgun/shotgun_reload1.wav" "wave" "weapons/shotgun/shotgun_reload2.wav" "wave" "weapons/shotgun/shotgun_reload3.wav" } } "Weapon_Shotgun.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "wave" "weapons/shotgun/shotgun_fire6.wav" } // weapon_smg1.txt "Weapon_SMG1.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_SMG1.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_SMG1.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/pistol/pistol_empty.wav" } "Weapon_SMG1.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_90db" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" "wave" ")weapons/smg1/smg1_fire1.wav" } "Weapon_SMG1.Double" { "channel" "CHAN_WEAPON" "volume" "0.61" "soundlevel" "SNDLVL_GUNFIRE" "wave" ")weapons/ar2/ar2_altfire.wav" } "Weapon_SMG1.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" "wave" "^weapons/smg1/npc_smg1_fire1.wav" } "Weapon_SMG1.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/switch_single.wav" } "Weapon_SMG1.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/switch_burst.wav" } "Weapon_SMG1.Burst" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,105" "wave" "^weapons/smg1/smg1_fire1.wav" } // weapon_sniperrifle.txt "Weapon_SniperRifle.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_SniperRifle.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } "Weapon_SniperRifle.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_reload.wav" } "Weapon_SniperRifle.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_reload.wav" } "Weapon_SniperRifle.Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" "weapons/sniper/sniper_fire.wav" } "Weapon_SniperRifle.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" "weapons/sniper/sniper_fire.wav" } "Weapon_StunStick.Swing" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "95,102" "rndwave" { "wave" "weapons/stunstick/stunstick_swing1.wav" "wave" "weapons/stunstick/stunstick_swing2.wav" } } "Weapon_StunStick.Melee_Miss" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/stunstick/stunstick_swing1.wav" "wave" "weapons/stunstick/stunstick_swing2.wav" } } "Weapon_StunStick.Melee_Hit" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/stunstick_fleshhit1.wav" "wave" "weapons/stunstick/stunstick_fleshhit2.wav" } } "Weapon_StunStick.Melee_HitWorld" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/stunstick_impact1.wav" "wave" "weapons/stunstick/stunstick_impact2.wav" } } "Weapon_StunStick.Activate" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/spark1.wav" "wave" "weapons/stunstick/spark2.wav" "wave" "weapons/stunstick/spark3.wav" } } "Weapon_StunStick.Deactivate" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/spark1.wav" "wave" "weapons/stunstick/spark2.wav" "wave" "weapons/stunstick/spark3.wav" } } "WeaponFrag.Throw" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "WeaponFrag.Roll" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "Weapon_Mortar.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "90,110" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^weapons/mortar/mortar_fire1.wav" } "Weapon_Mortar.Incomming" { "channel" "CHAN_WEAPON" "volume" "0.7" "pitch" "90,110" "soundlevel" "SNDLVL_120dB" "wave" "weapons/mortar/mortar_shell_incomming1.wav" } "Weapon_Mortar.Impact" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "rndwave" { "wave" "weapons/mortar/mortar_explode1.wav" "wave" "weapons/mortar/mortar_explode2.wav" "wave" "weapons/mortar/mortar_explode3.wav" } } "Func_Tank.BeginUse" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/shotgun/shotgun_cock.wav" } // weapon_357 "Weapon_357.Single" { "channel" "CHAN_WEAPON" "volume" "0.93" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "88,93" "rndwave" { "wave" ")weapons/357/357_fire2.wav" "wave" ")weapons/357/357_fire3.wav" } } "Weapon_357.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/357/reload1.wav" } "Weapon_357.OpenLoader" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_reload1.wav" } "Weapon_357.RemoveLoader" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_reload4.wav" } "Weapon_357.ReplaceLoader" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_reload3.wav" } "Weapon_357.Spin" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_spin1.wav" } // weapon_crossbow "Weapon_Crossbow.Single" { "channel" "CHAN_WEAPON" "volume" "0.61" "soundlevel" "SNDLVL_NORM" "pitch" "93,108" "wave" "weapons/crossbow/fire1.wav" } "Weapon_Crossbow.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "pitch" "93,108" "soundlevel" "SNDLVL_NORM" "wave" "weapons/crossbow/reload1.wav" } "Weapon_Crossbow.BoltFly" { "channel" "CHAN_VOICE" "volume" "0.6" "pitch" "90,110" "soundlevel" "SNDLVL_NORM" "wave" "weapons/crossbow/bolt_fly4.wav" } "Weapon_Crossbow.BoltElectrify" { "channel" "CHAN_WEAPON" "volume" "0.6" "pitch" "93,108" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/crossbow/bolt_load1.wav" "wave" "weapons/crossbow/bolt_load2.wav" } } "Weapon_Crossbow.BoltHitBody" { "channel" "CHAN_BODY" "volume" "0.7" "pitch" "93,108" "soundlevel" "SNDLVL_80db" "rndwave" { "wave" "weapons/crossbow/hitbod1.wav" "wave" "weapons/crossbow/hitbod2.wav" } } "Weapon_Crossbow.BoltHitWorld" { "channel" "CHAN_BODY" "volume" ".95,1.0" "pitch" "110,130" "soundlevel" "SNDLVL_80db" "wave" "weapons/crossbow/hit1.wav" } "Weapon_Crossbow.BoltSkewer" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_90db" "pitch" "90,110" "wave" "weapons/crossbow/bolt_skewer1.wav" } // ************* // BASE GRENADES "BaseExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^weapons/explode3.wav" "wave" "^weapons/explode4.wav" "wave" "^weapons/explode5.wav" } } "WaterExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "80,130" "rndwave" { "wave" "^weapons/underwater_explode3.wav" "wave" "^weapons/underwater_explode4.wav" } } "BaseGrenade.Explode" { "channel" "CHAN_VOICE" "volume" "0.45" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "weapons/debris1.wav" "wave" "weapons/debris2.wav" "wave" "weapons/debris3.wav" } } "BaseGrenade.StopSounds" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "BaseGrenade.BounceSound" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/slam/bounce1.wav" } "GrenadeBeam.HitSound" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "weapons/fx/rics/laser_ric1.wav" "wave" "weapons/fx/rics/laser_ric2.wav" "wave" "weapons/fx/rics/laser_ric3.wav" } } "GrenadeBottle.Detonate" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "physics/glass/glass_bottle_break2.wav" } } "GrenadeBugBait.Splat" { "channel" "CHAN_WEAPON" "volume" "0.9" "soundlevel" "SNDLVL_80dB" "pitch" "95,105" "rndwave" { "wave" "weapons/bugbait/bugbait_impact1.wav" "wave" "weapons/bugbait/bugbait_impact3.wav" } } "GrenadeHomer.StopSounds" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "Grenade_Molotov.Detonate" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "physics/glass/glass_bottle_break2.wav" } } "GrenadePathfollower.StopSounds" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "GrenadeScanner.StopSound" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "TripwireGrenade.ShootRope" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "weapons/tripwire/ropeshoot.wav" } // Alyx's EMP effect "AlyxEMP.Charge" { "channel" "CHAN_WEAPON" "volume" "0.65" "soundlevel" "SNDLVL_90dB" "pitch" "100,120" //"wave" "weapons/stunstick/alyx_stunner_charge2.wav" "wave" "weapons/stunstick/alyx_stunner2.wav" } "AlyxEMP.Discharge" { "channel" "CHAN_WEAPON" "volume" "0.65" "soundlevel" "SNDLVL_90dB" "pitch" "100,120" "rndwave" { "wave" "weapons/stunstick/alyx_stunner1.wav" "wave" "weapons/stunstick/alyx_stunner2.wav" } } "AlyxEMP.Stop" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } // ************** // BASE CHARACTER "GenericNPC.GunSound" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_75dB" "pitch" "95,105" "rndwave" { "wave" "^weapons/ar1/ar1_dist1.wav" "wave" "^weapons/ar1/ar1_dist1.wav" "wave" "^weapons/ar1/ar1_dist2.wav" } } "Grenade.Blip" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/grenade/tick1.wav" } ///********* // SLAMZ ///********* "Weapon_SLAM.SatchelThrow" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "Weapon_SLAM.TripMineMode" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/mine_mode.wav" } "Weapon_SLAM.SatchelDetonate" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/buttonclick.wav" } "TripmineGrenade.Place" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/tripwire/hook.wav" } "TripmineGrenade.Activate" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/tripwire/mine_activate.wav" }// sample animation script // // // commands: // Animate <panel name> <variable> <target value> <interpolator> <start time> <duration> // variables: // FgColor // BgColor // Position // Size // Blur (hud panels only) // TextColor (hud panels only) // Ammo2Color (hud panels only) // Alpha (hud weapon selection only) // SelectionAlpha (hud weapon selection only) // TextScan (hud weapon selection only) // // interpolator: // Linear // Accel - starts moving slow, ends fast // Deaccel - starts moving fast, ends slow // // RunEvent <event name> <start time> // starts another even running at the specified time // // StopEvent <event name> <start time> // stops another event that is current running at the specified time // // StopAnimation <panel name> <variable> <start time> // stops all animations refering to the specified variable in the specified panel // // StopPanelAnimations <panel name> <start time> // stops all active animations operating on the specified panel // // // Useful game console commands: // cl_Animationinfo <hudelement name> or <panelname> // displays all the animatable variables for the hud element // event LevelInit { } event FadeOutTeamLine { // make the display visible Animate TeamDisplay Alpha "0" Linear 0.0 0.25 } event FadeInTeamLine { // make the display visible Animate TeamDisplay Alpha "255" Linear 0.0 0.5 } event OpenWeaponSelectionMenu { StopEvent CloseWeaponSelectionMenu 0.0 StopEvent WeaponPickup 0.0 StopEvent FadeOutWeaponSelectionMenu 0.0 // make the display visible Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1 Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1 Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1 } event CloseWeaponSelectionMenu { // hide the whole thing near immediately Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1 } event FadeOutWeaponSelectionMenu { // slowly hide the whole thing Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5 } event SuitAuxPowerMax { // hide the suit power Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4 Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4 // Prometheus Animate PR_Role_Display Position "16 400" Linear 0.0 0.4 } event SuitAuxPowerNotMax { // show suit power Animate HudSuitPower BgColor "BgColor" Linear 0.0 0.4 Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4 // Prometheus Animate PR_Role_Display Position "16 370" Linear 0.0 0.4 } event SuitAuxPowerDecreasedBelow25 { // make color red Animate HudSuitPower AuxPowerColor "255 0 0 220" Linear 0.0 0.4 } event SuitAuxPowerIncreasedAbove25 { // make colr bright Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4 } event SuitAuxPowerNoItemsActive { // resize the aux power to be the smallest size Animate HudSuitPower Size "102 26" Linear 0.0 0.4 Animate HudSuitPower Position "16 400" Linear 0.0 0.4 // Animate HudSuitPower text_xpos "8" Linear 0.0 0.4 // Animate HudSuitPower text_ypos "15" Linear 0.0 0.4 // Prometheus Animate PR_Role_Display Position "16 370" Linear 0.0 0.4 } event SuitAuxPowerOneItemActive { // resize the aux power to fit one item Animate HudSuitPower Size "102 36" Linear 0.0 0.4 Animate HudSuitPower Position "16 390" Linear 0.0 0.4 // Prometheus Animate PR_Role_Display Position "16 360" Linear 0.0 0.4 } event SuitAuxPowerTwoItemsActive { // resize the aux power to fit two items Animate HudSuitPower Size "102 46" Linear 0.0 0.4 Animate HudSuitPower Position "16 380" Linear 0.0 0.4 // Prometheus Animate PR_Role_Display Position "16 350" Linear 0.0 0.4 } event SuitAuxPowerThreeItemsActive { // resize the aux power to fit three items Animate HudSuitPower Size "102 56" Linear 0.0 0.4 Animate HudSuitPower Position "16 370" Linear 0.0 0.4 // Prometheus Animate PR_Role_Display Position "16 340" Linear 0.0 0.4 } event SuitFlashlightOn { Animate HudFlashlight TextColor "255 220 0 255" Linear 0.0 0.1 Animate HudFlashlight TextColor "255 220 0 160" Deaccel 0.1 0.75 Animate HudFlashlight BgColor "BgColor" Linear 0.0 0.75 } event SuitFlashlightOff { StopEvent SuitFlashlightOn 0.0 Animate HudFlashlight TextColor "0 0 0 0" Linear 0.0 0.4 Animate HudFlashlight BgColor "0 0 0 0" Linear 0.0 0.4 } event HudTakeDamageFront { } event HudTakeDamageLeft { Animate HudDamageIndicator DmgColorLeft "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.3 Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.3 0.5 } event HudTakeDamageRight { Animate HudDamageIndicator DmgColorRight "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.3 Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.3 0.5 } event HudTakeDamageBehind { RunEvent HudTakeDamageLeft 0.0 RunEvent HudTakeDamageRight 0.0 } event HudTakeDamageHighLeft { Animate HudDamageIndicator DmgHighColorLeft "255 88 0 255" Linear 0.0 0.0 Animate HudDamageIndicator DmgHighColorLeft "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgHighColorLeft "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageHighRight { Animate HudDamageIndicator DmgHighColorRight "255 88 0 255" Linear 0.0 0.0 Animate HudDamageIndicator DmgHighColorRight "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgHighColorRight "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageHigh { Animate HudDamageIndicator DmgFullscreenColor "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageDrown { RunEvent HudTakeDamageBehind 0.0 } event HudTakeDamagePoison { Animate HudDamageIndicator DmgFullscreenColor "255 236 128 240" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 236 128 0" Deaccel 0.4 0.8 } event HudTakeDamageBurn { Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.2 0.4 } event HudTakeDamageRadiation { Animate HudDamageIndicator DmgFullscreenColor "255 255 255 128" Deaccel 0.0 0.1 Animate HudDamageIndicator DmgFullscreenColor "255 255 255 0" Deaccel 0.1 0.4 RunEvent HudTakeDamageBehind 0.0 } event HudPlayerDeath { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 8" Deaccel 0.1 0.2 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 48" Deaccel 0.3 4.0 } event HealthIncreasedAbove20 { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLow 0.0 Animate HudHealth BgColor "BgColor" Linear 0.0 0.0 Animate HudHealth TextColor "FgColor" Linear 0.0 0.04 Animate HudHealth FgColor "FgColor" Linear 0.0 0.03 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 } event HealthIncreasedBelow20 { Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25 Animate HudHealth FgColor "FgColor" Linear 0.3 0.75 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 } event SuitPowerIncreasedAbove20 { StopEvent SuitLoop 0.0 StopEvent SuitPulse 0.0 StopEvent SuitPowerZero 0.0 Animate HudSuit Alpha "255" Linear 0.0 0.0 Animate HudSuit BgColor "BgColor" Linear 0.0 0.0 Animate HudSuit TextColor "FgColor" Linear 0.0 0.05 Animate HudSuit FgColor "FgColor" Linear 0.0 0.05 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 } event SuitPowerIncreasedBelow20 { StopEvent SuitPowerZero 0.0 Animate HudSuit Alpha "255" Linear 0.0 0.0 Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 } event SuitPowerZero { StopEvent SuitLoop 0.0 StopEvent SuitPulse 0.0 StopEvent SuitArmorLow 0.0 StopEvent SuitDamageTaken 0.0 Animate HudSuit Alpha "0" Linear 0.0 0.4 } event TestMovement { Animate HudHealth Position "256 120" Linear 0.0 2.0 Animate HudHealth Size "128 24" Linear 0.0 1.5 } event HealthDamageTaken { Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25 Animate HudHealth FgColor "FgColor" Linear 0.3 0.75 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1 Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2 } event SuitDamageTaken { Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1 Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2 } // health has been damaged to below 20% event HealthLow { StopEvent HealthDamageTaken 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLoop 0.0 Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1 Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75 Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2 Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2 Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1 Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2 Animate HudHealth Blur "5" Linear 0.0 0.1 Animate HudHealth Blur "3" Deaccel 0.1 0.9 RunEvent HealthPulse 1.0 } event HealthPulse { Animate HudHealth Blur "5" Linear 0.0 0.1 Animate HudHealth Blur "2" Deaccel 0.1 0.8 Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1 Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8 Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8 RunEvent HealthLoop 0.8 } // call to loop HealthPulse event HealthLoop { RunEvent HealthPulse 0.0 } // suit armor has been damaged to below 20% event SuitArmorLow { StopEvent SuitDamageTaken 0.0 StopEvent SuitPulse 0.0 StopEvent SuitLoop 0.0 // removing this effect -- matching it to the event for normal suit damage // so, there will be no special indication (redness, flashing) // in the hud that the suit armor is low // Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1 // Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75 Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1 Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2 // RunEvent SuitPulse 1.0 } event SuitPulse // this even no longer gets called { Animate HudSuit Blur "5" Linear 0.0 0.1 Animate HudSuit Blur "2" Deaccel 0.1 0.8 Animate HudSuit TextColor "BrightDamagedFg" Linear 0.0 0.1 Animate HudSuit TextColor "DamagedFg" Deaccel 0.1 0.8 Animate HudSuit BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudSuit BgColor "BgColor" Deaccel 0.1 0.8 RunEvent SuitLoop 0.8 } event SuitLoop { // this event no longer gets called RunEvent SuitPulse 0.0 } // ammo has been picked up event AmmoIncreased { Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.15 Animate HudAmmo FgColor "FgColor" Deaccel 0.15 1.5 Animate HudAmmo Blur "5" Linear 0.0 0.0 Animate HudAmmo Blur "0" Accel 0.01 1.5 } // ammo has been decreased, but there is still some remaining event AmmoDecreased { StopEvent AmmoIncreased 0.0 Animate HudAmmo Blur "7" Linear 0.0 0.0 Animate HudAmmo Blur "0" Deaccel 0.1 1.5 Animate HudAmmo TextColor "BrightFg" Linear 0.0 0.1 Animate HudAmmo TextColor "FgColor" Deaccel 0.1 0.75 } // primary ammo is zero event AmmoEmpty { Animate Hudammo FgColor "BrightDamagedFg" Linear 0.0 0.2 Animate Hudammo FgColor "DamagedFg" Accel 0.2 1.2 } // ammo2 is the total ammo for a weapon that uses clip ammo event Ammo2Increased { Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2 Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2 } // total ammo has been decreased, but there is still some remaining event Ammo2Decreased { Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2 Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2 } // total ammo is zero event Ammo2Empty { Animate Hudammo ammo2color "BrightDamagedFg" Linear 0.0 0.2 Animate Hudammo ammo2color "DamagedFg" Accel 0.2 1.2 } event AmmoSecondaryIncreased { Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.15 Animate HudAmmoSecondary FgColor "FgColor" Deaccel 0.15 1.5 Animate HudAmmoSecondary Blur "5" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Accel 0.01 1.5 } event AmmoSecondaryDecreased { StopEvent AmmoSecondaryIncreased 0.0 Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5 Animate HudAmmoSecondary TextColor "BrightFg" Linear 0.0 0.1 Animate HudAmmoSecondary TextColor "FgColor" Deaccel 0.1 0.75 } event AmmoSecondaryEmpty { Animate HudAmmoSecondary FgColor "BrightDamagedFg" Linear 0.0 0.2 Animate HudAmmoSecondary FgColor "DamagedFg" Accel 0.2 1.2 Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5 } // current weapon has been changed event WeaponChanged { Animate HudAmmo BgColor "250 220 0 80" Linear 0.0 0.1 Animate HudAmmo BgColor "BgColor" Deaccel 0.1 1.0 Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.1 Animate HudAmmo FgColor "FgColor" Linear 0.2 1.5 } // ran if we just changed to a weapon that needs clip ammo event WeaponUsesClips { Animate HudAmmo Position "r150 432" Deaccel 0.0 0.4 Animate HudAmmo Size "132 36" Deaccel 0.0 0.4 } // ran if we just changed to a weapon that does not use clip ammo event WeaponDoesNotUseClips { Animate HudAmmo Position "r118 432" Deaccel 0.0 0.4 Animate HudAmmo Size "100 36" Deaccel 0.0 0.4 } event WeaponUsesSecondaryAmmo { StopAnimation HudAmmo Position 0.0 StopAnimation HudAmmo Size 0.0 StopPanelAnimations HudAmmoSecondary 0.0 Animate HudAmmoSecondary BgColor "250 220 0 60" Linear 0.0 0.1 Animate HudAmmoSecondary BgColor "BgColor" Deaccel 0.1 1.0 Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.1 Animate HudAmmoSecondary FgColor "FgColor" Linear 0.2 1.5 Animate HudAmmoSecondary Alpha 255 Linear 0.0 0.1 Animate HudAmmo Position "r222 432" Deaccel 0.0 0.5 Animate HudAmmo Size "132 36" Deaccel 0.0 0.4 } event WeaponDoesNotUseSecondaryAmmo { StopPanelAnimations HudAmmoSecondary 0.0 Animate HudAmmoSecondary FgColor "0 0 0 0" Linear 0.0 0.4 Animate HudAmmoSecondary BgColor "0 0 0 0" Linear 0.0 0.4 Animate HudAmmoSecondary Alpha 0 Linear 0.0 0.1 } event CraneMagnetFlash { Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.0 0.1 Animate HudCraneMagnet TextColor "255 220 0 160" Deaccel 0.1 0.3 Animate HudCraneMagnet TextColor "255 170 0 220" Deaccel 0.4 0.3 Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.8 0.2 } event HintMessageShow { // show the hints Animate HudHintDisplay Alpha 255 Linear 0.0 0.5 // flash text Animate HudHintDisplay FgColor "FgColor" Linear 0.0 0.01 Animate HudHintDisplay FgColor "255 220 0 255" Linear 0.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 0.7 0.2 Animate HudHintDisplay FgColor "255 220 0 255" Linear 1.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 1.7 0.2 // hide the panel after a while Animate HudHintDisplay Alpha 0 Linear 12.0 1.0 } event HintMessageHide { Animate HudHintDisplay Alpha 0 Linear 0.0 0.5 } event SquadMemberAdded { StopEvent SquadMemberDied 0.0 StopEvent SquadMemberLeft 0.0 // add in the squad member, brighter then normal color Animate HudSquadStatus LastMemberColor "255 220 0 255" Linear 0.0 0.3 Animate HudSquadStatus LastMemberColor "255 220 0 160" Linear 0.3 0.3 } event SquadMemberLeft { StopEvent SquadMemberDied 0.0 StopEvent SquadMemberAdded 0.0 // fade out the icon Animate HudSquadStatus LastMemberColor "255 220 0 0" Linear 0.0 0.5 } event SquadMemberDied { StopEvent SquadMemberAdded 0.0 StopEvent SquadMemberLeft 0.0 // flash red, hold, then disappear Animate HudSquadStatus LastMemberColor "255 0 0 255" Linear 0.0 0.5 Animate HudSquadStatus LastMemberColor "255 0 0 0" Linear 2.0 2.0 } event SquadMembersFollowing { StopEvent SquadMembersStationed 0.0 Animate HudSquadStatus SquadTextColor "255 220 0 255" Linear 0.0 0.2 Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.2 0.4 } event SquadMembersStationed { StopEvent SquadMembersFollowing 0.0 Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.5 0.5 } event PoisonDamageTaken { Animate HudPoisonDamageIndicator Alpha 255 Linear 0.0 1.0 RunEvent PoisonLoop 0.0 } event PoisonDamageCured { StopEvent PoisonDamageTaken 0.0 StopEvent PoisonLoop 0.0 StopEvent PoisonPulse 0.0 Animate HudPoisonDamageIndicator Alpha 0 Linear 0.0 1.0 } event PoisonPulse { Animate HudPoisonDamageIndicator TextColor "BrightFg" Linear 0.0 0.1 Animate HudPoisonDamageIndicator TextColor "FgColor" Deaccel 0.1 0.8 Animate HudPoisonDamageIndicator BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudPoisonDamageIndicator BgColor "BgColor" Deaccel 0.1 0.8 RunEvent PoisonLoop 0.8 } // call to loop PoisonLoop event PoisonLoop { RunEvent PoisonPulse 0.0 } //Map Overview event MapOff { Animate pr_playeroverview Position "0 0" Linear 0.0 0.001 Animate pr_playeroverview Size "0 0" Linear 0.0 0.001 } event MapZoomToSmall { Animate pr_playeroverview Position "16 16" Linear 0.0 0.2 Animate pr_playeroverview Size "160 120" Linear 0.0 0.2 StopAnimation pr_playeroverview zoom 0.0 Animate pr_playeroverview zoom "1.0" Linear 0.0 0.0001 Animate pr_playeroverview zoom "3.0" Spline 0.0001 1.0 } event MapZoomToLarge { Animate pr_playeroverview Position "c-300 20" Linear 0.0 0.2 Animate pr_playeroverview Size "600 440" Linear 0.0 0.2 StopAnimation pr_playeroverview zoom 0.0 Animate pr_playeroverview zoom "1.0" Spline 0.0 0.2 } // GM Map Overview event OW_GMMapOff { Animate pr_gmoverview Position "0 360" Linear 0.0 0.001 Animate pr_gmoverview Size "0 0" Linear 0.0 0.001 } event OW_GMMapZoomToSmall { Animate pr_gmoverview Position "0 330" Linear 0.0 0.0 Animate pr_gmoverview Size "150 150" Linear 0.0 0.0 StopAnimation pr_gmoverview zoom 0.0 Animate pr_gmoverview zoom "1.0" Linear 0.0 0.0 } event OW_GMMapZoomToLarge { Animate pr_gmoverview Position "c-220 20" Linear 0.0 0.2 Animate pr_gmoverview Size "440 440" Linear 0.0 0.2 StopAnimation pr_gmoverview zoom 0.0 Animate pr_gmoverview zoom "1.0" Spline 0.0 0.2 } event MenuOpen { StopEvent MenuClose 0.0 // fade in Animate HudMenu Alpha "255" Linear 0.0 0.1 Animate HudMenu SelectionAlpha "255" Linear 0.0 0.1 Animate HudMenu FgColor "FgColor" Linear 0.0 0.1 Animate HudMenu MenuColor "MenuColor" Linear 0.0 0.1 Animate HudMenu ItemColor "ItemColor" Linear 0.0 0.1 Animate HudMenu TextScan "1" Linear 0.0 0.1 // Undo any blur Animate HudMenu Blur "1" Linear 0.0 0.01 } event MenuClose { // Hide it Animate HudMenu Alpha "0" Linear 0.0 1 Animate HudMenu SelectionAlpha "0" Linear 0.0 1 Animate HudMenu FgColor "0 0 0 0" Linear 0.0 1 Animate HudMenu MenuColor "0 0 0 0" Linear 0.0 1 Animate HudMenu ItemColor "0 0 0 0" Linear 0.0 1 } event MenuPulse { Animate HudMenu Blur "7" Linear 0.0 0.1 Animate HudMenu Blur "2" Deaccel 0.1 0.1 Animate HudMenu Blur "7" Linear 0.2 0.1 Animate HudMenu Blur "2" Deaccel 0.3 0.1 Animate HudMenu Blur "7" Linear 0.4 0.1 Animate HudMenu Blur "2" Deaccel 0.5 0.1 Animate HudMenu Blur "1" Deaccel 0.6 0.4 } event PR_TimerProgress { Animate PR_Hud_Timer Blur "7" Linear 0.0 0.1 Animate PR_Hud_Timer Blur "1" Deaccel 0.2 0.6 } event HintMessageShow { // show the hints Animate HudHintDisplay Alpha 255 Linear 0.0 0.5 // flash text Animate HudHintDisplay FgColor "FgColor" Linear 0.0 0.01 Animate HudHintDisplay FgColor "255 220 0 255" Linear 0.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 0.7 0.2 Animate HudHintDisplay FgColor "255 220 0 255" Linear 1.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 1.7 0.2 // hide the panel after a while Animate HudHintDisplay Alpha 0 Linear 6.0 1.0 } event HintMessageHide { Animate HudHintDisplay Alpha 0 Linear 0.0 0.5 } event PR_PlayerHasRole { // show the role display Animate PR_Role_Display Alpha 255 Linear 0.0 0.4 } event PR_PlayerHasNoRole { // hide the role display Animate PR_Role_Display Alpha 0 Linear 0.0 0.4 }// sample animation script // // // commands: // Animate <panel name> <variable> <target value> <interpolator> <start time> <duration> // variables: // FgColor // BgColor // Position // Size // Blur (hud panels only) // TextColor (hud panels only) // Ammo2Color (hud panels only) // Alpha (hud weapon selection only) // SelectionAlpha (hud weapon selection only) // TextScan (hud weapon selection only) // // interpolator: // Linear // Accel - starts moving slow, ends fast // Deaccel - starts moving fast, ends slow // // RunEvent <event name> <start time> // starts another even running at the specified time // // StopEvent <event name> <start time> // stops another event that is current running at the specified time // // StopAnimation <panel name> <variable> <start time> // stops all animations refering to the specified variable in the specified panel // // StopPanelAnimations <panel name> <start time> // stops all active animations operating on the specified panel // // // Useful game console commands: // cl_Animationinfo <hudelement name> or <panelname> // displays all the animatable variables for the hud element // event KeyHintMessageShow { // show the hints Animate HudHintKeyDisplay HintSize "0" Linear 0.0 0.1 Animate HudHintKeyDisplay HintSize "1" Deaccel 0.1 2.0 Animate HudHintKeyDisplay Alpha 255 Linear 0.0 0.01 // Flash background Animate HudHintKeyDisplay BgColor "250 220 0 80" Linear 0.0 0.01 Animate HudHintKeyDisplay BgColor "BgColor" Deaccel 0.1 1.0 Animate HudHintKeyDisplay BgColor "250 220 0 80" Linear 1.5 0.01 Animate HudHintKeyDisplay BgColor "BgColor" Deaccel 1.6 1.0 Animate HudHintKeyDisplay BgColor "250 220 0 80" Linear 3.0 0.01 Animate HudHintKeyDisplay BgColor "BgColor" Deaccel 3.1 1.0 Animate HudHintKeyDisplay FgColor "BrightFg" Linear 0.0 0.01 Animate HudHintKeyDisplay FgColor "FgColor" Deaccel 0.1 1.0 Animate HudHintKeyDisplay FgColor "BrightFg" Linear 1.5 0.01 Animate HudHintKeyDisplay FgColor "FgColor" Deaccel 1.6 1.0 Animate HudHintKeyDisplay FgColor "BrightFg" Linear 3.0 0.01 Animate HudHintKeyDisplay FgColor "FgColor" Deaccel 3.1 1.0 // hide the panel after a while Animate HudHintKeyDisplay Alpha 0 Accel 6.0 2.0 } // keys with $ are to be substituted in the value strings where they occur // They must occur before any values that reference them since this file is // parsed in order // Substitutions $game is swapped with the text string specified #include "scripts/game.txt" "loading" "Loading $game..." "nummasters" "2" "master0" "half-life.east.won.net:27010" "master1" "half-life.west.won.net:27010" //"master0" "127.0.0.1:27010" //"master1" "127.0.0.1:27010" // Actual text labels ( note that all $key strings in the value field will be // substituted as noted above ). "label_console" "Go to $game console" "label_quit" "Quit playing $game" "label_newgame" "Start a new game" "label_loadgame" "Load a saved game" "label_videomode" "Change video mode" "label_configuration" "Configuration" "label_langame" "Connect to games on your LAN" "label_internetgame" "Connect to internet games" "label_multiplayergame" "Multiplayer games" "dialog_main_header" "$game" "dialog_videomode_header" "Video Mode" "dialog_newgame_header" "New Game" "dialog_loadgame_header" "Load Game" "dialog_configuration_header" "Configuration" "dialog_controls_header" "Controls" "dialog_lan_header" "Lan" "dialog_internet_header" "Internet Games" "dialog_multiplayer_header" "Multiplayer" "button_done" "Done" "button_ok" "OK" "button_cancel" "Cancel" "button_yes" "Yes" "button_no" "No" "button_newgame" "New Game" "button_videomode" "Video Mode" "button_console" "Console" "button_quit" "Quit" "button_loadgame" "Load Game" "button_easy" "Easy" "button_medium" "Medium" "button_hard" "Hard" "button_configuration" "Configuration" "button_controls" "Controls" "button_usedefaults" "Use Defaults" "button_advancedcontrols" "Adv Controls" "button_delete" "Delete" "button_load" "Load" "button_langame" "Lan" "button_internetgame" "Internet Game" "button_connect" "Connect" "button_refresh" "Refresh" "button_multiplayergame" "Multiplayer" "button_update" "Update" "keybinding_action" "Action" "keybinding_keybutton" "Key / button" "keybinding_alternate" "Alternate" "keybinding_prompt" "Press a button or key" "loadgame_time" "Time" "loadgame_game" "Game" "loadgame_elapsed" "Elapsed Time" "langame_address" "Address" "langame_gamedir" "Game" "langame_map" "Map" "langame_ping" "Ping""sprites/640_hud" { TextureData { "d_skull" { "font" "CSTypeDeath" "character" "C" } "death_357" { "font" "HL2MPTypeDeath" "character" "." } "death_ar2" { "font" "HL2MPTypeDeath" "character" "2" } "death_crossbow_bolt" { "font" "HL2MPTypeDeath" "character" "1" } "death_smg1" { "font" "HL2MPTypeDeath" "character" "/" } "death_shotgun" { "font" "HL2MPTypeDeath" "character" "0" } "death_rpg_missile" { "font" "HL2MPTypeDeath" "character" "3" } "death_grenade_frag" { "font" "HL2MPTypeDeath" "character" "4" } "death_pistol" { "font" "HL2MPTypeDeath" "character" "-" } "death_physics" { "font" "HL2MPTypeDeath" "character" "9" } "death_combine_ball" { "font" "HL2MPTypeDeath" "character" "8" } "death_smg1_grenade" { "font" "HL2MPTypeDeath" "character" "7" } "death_stunstick" { "font" "HL2MPTypeDeath" "character" "!" } "death_slam" { "font" "HL2MPTypeDeath" "character" "*" } "death_crowbar" { "font" "HL2MPTypeDeath" "character" "6" } "voice_player" { "file" "voice/icntlk_sv" "x" "0" "y" "0" "width" "32" "height" "32" } "voice_self" { "file" "voice/icntlk_local" "x" "0" "y" "0" "width" "32" "height" "32" } } } "NPC_Antlion.MeleeAttack" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/claw_strike1.wav" "wave" "npc/zombie/claw_strike2.wav" "wave" "npc/zombie/claw_strike3.wav" } } "NPC_Antlion.BurrowIn" { "channel" "CHAN_BODY" "volume" "0.75" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion/digdown1.wav" } "NPC_Antlion.BurrowOut" { "channel" "CHAN_BODY" "volume" "0.75" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion/digup1.wav" } "NPC_Antlion.FootstepSoft" { "channel" "CHAN_BODY" "volume" "0.030, 0.050" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/foot1.wav" "wave" "npc/antlion/foot2.wav" "wave" "npc/antlion/foot3.wav" "wave" "npc/antlion/foot4.wav" } } "NPC_Antlion.Footstep" { "channel" "CHAN_BODY" "volume" "0.100, 0.150" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/foot1.wav" "wave" "npc/antlion/foot2.wav" "wave" "npc/antlion/foot3.wav" "wave" "npc/antlion/foot4.wav" } } "NPC_Antlion.FootstepHeavy" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/foot1.wav" "wave" "npc/antlion/foot2.wav" "wave" "npc/antlion/foot3.wav" "wave" "npc/antlion/foot4.wav" } } "NPC_Antlion.MeleeAttackSingle" { "channel" "CHAN_WEAPON" "volume" "0.250, 1.000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/attack_single1.wav" "wave" "npc/antlion/attack_single2.wav" "wave" "npc/antlion/attack_single3.wav" } } "NPC_Antlion.MeleeAttackDouble" { "channel" "CHAN_WEAPON" "volume" "0.250, 1.000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/attack_double1.wav" "wave" "npc/antlion/attack_double2.wav" "wave" "npc/antlion/attack_double3.wav" } } "NPC_Antlion.Distracted" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_85db" "wave" "npc/antlion/distract1.wav" } "NPC_Antlion.Idle" { "channel" "CHAN_VOICE" "volume" "0.750, 1.000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/idle1.wav" "wave" "npc/antlion/idle2.wav" "wave" "npc/antlion/idle3.wav" "wave" "npc/antlion/idle4.wav" "wave" "npc/antlion/idle5.wav" } } "NPC_Antlion.Pain" { "channel" "CHAN_VOICE" "volume" "0.750, 1.000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/pain1.wav" "wave" "npc/antlion/pain2.wav" } } "NPC_Antlion.JumpTouch" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/zombie/claw_strike1.wav" "wave" "npc/zombie/claw_strike2.wav" "wave" "npc/zombie/claw_strike3.wav" } } "NPC_Antlion.Land" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion/land1.wav" } "NPC_Antlion.WingsOpen" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion/fly1.wav" } "NPC_Antlion.LoopingAgitated" { "channel" "CHAN_STATIC" "volume" "0.8" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion/charge_loop1.wav" } "NPC_AntlionGrub.Scared" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion_grub/scared1.wav" "wave" "npc/antlion_grub/scared2.wav" "wave" "npc/antlion_grub/scared3.wav" } } "NPC_AntlionGrub.Squash" { "channel" "CHAN_BODY" "volume" "0.500" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion_grub/squashed.wav" } "FX_AntlionImpact.ShellImpact" { "channel" "CHAN_ITEM" "volume" "0.750, 1.000" "soundlevel" "SNDLVL_75dB" "pitch" "95, 105" "rndwave" { "wave" "npc/antlion/shell_impact1.wav" "wave" "npc/antlion/shell_impact2.wav" "wave" "npc/antlion/shell_impact3.wav" "wave" "npc/antlion/shell_impact4.wav" } } "NPC_Antlion.RunOverByVehicle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_NORM" "pitch" "PITCH_NORM" "rndwave" { "wave" "npc/antlion_grub/squashed.wav" } } "NPC_Antlion.Movement" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "soundlevel" "SNDLVL_50dB" "pitch" "PITCH_NORM" "wave" "npc/antlion_grub/movement.wav" } "NPC_Antlion.Voice" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "soundlevel" "SNDLVL_50dB" "pitch" "PITCH_NORM" "wave" "npc/antlion_grub/voice2.wav" } "NPC_Antlion.Heal" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "soundlevel" "SNDLVL_50dB" "pitch" "PITCH_NORM" "wave" "npc/antlion_grub/heal.wav" }"NPC_AntlionGuard.SniffFound" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_90db" "wave" "npc/antlion_guard/sniff_found1.wav" } "NPC_AntlionGuard.Shove" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "90,100" "soundlevel" "SNDLVL_90db" "wave" "npc/antlion_guard/shove1.wav" } "NPC_AntlionGuard.HitHard" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "90,100" "soundlevel" "SNDLVL_90db" "wave" "npc/antlion_guard/shove1.wav" } "NPC_AntlionGuard.StepLight" { "channel" "CHAN_STATIC" "volume" "0.250, 0.500" "pitch" "70, 80" "soundlevel" "SNDLVL_85db" "rndwave" { "wave" "npc/antlion_guard/foot_light1.wav" "wave" "npc/antlion_guard/foot_light2.wav" } } "NPC_AntlionGuard.StepHeavy" { "channel" "CHAN_STATIC" "volume" "0.500, 0.750" "pitch" "70, 85" "soundlevel" "SNDLVL_90db" "rndwave" { "wave" "npc/antlion_guard/foot_heavy1.wav" "wave" "npc/antlion_guard/foot_heavy2.wav" } } "NPC_AntlionGuard.Inside.StepLight" { "channel" "CHAN_STATIC" "volume" "0.250, 0.500" "pitch" "70, 80" "soundlevel" "SNDLVL_85db" "rndwave" { "wave" "npc/antlion_guard/foot_light1.wav" "wave" "npc/antlion_guard/foot_light2.wav" } } "NPC_AntlionGuard.Inside.StepHeavy" { "channel" "CHAN_STATIC" "volume" "0.500, 0.750" "pitch" "70, 85" "soundlevel" "SNDLVL_90db" "rndwave" { "wave" "npc/antlion_guard/foot_heavy1.wav" "wave" "npc/antlion_guard/foot_heavy2.wav" } } "NPC_AntlionGuard.Anger" { "channel" "CHAN_VOICE" "volume" "0.850, 1.000" "pitch" "100" "soundlevel" "SNDLVL_100dB" "rndwave" { "wave" "npc/antlion_guard/angry1.wav" "wave" "npc/antlion_guard/angry2.wav" "wave" "npc/antlion_guard/angry3.wav" } } "NPC_AntlionGuard.GrowlHigh" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100db" "wave" "npc/antlion_guard/growl_high.wav" } "NPC_AntlionGuard.GrowlIdle" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_80db" "wave" "npc/antlion_guard/growl_idle.wav" } "NPC_AntlionGuard.BreathSound" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_75db" "wave" "npc/antlion_guard/growl_high.wav" } "NPC_AntlionGuard.Confused" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_90db" "wave" "npc/antlion_guard/confused1.wav" } "NPC_AntlionGuard.Roar" { "channel" "CHAN_VOICE" "volume" "1.000" "pitch" "100" "soundlevel" "SNDLVL_100dB" "rndwave" { "wave" "npc/antlion_guard/angry1.wav" "wave" "npc/antlion_guard/angry2.wav" "wave" "npc/antlion_guard/angry3.wav" } } "NPC_AntlionGuard.Die" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "100" "soundlevel" "SNDLVL_100dB" "rndwave" { "wave" "npc/antlion_guard/antlion_guard_die1.wav" "wave" "npc/antlion_guard/antlion_guard_die2.wav" } } "NPC_AntlionGuard.Fallover" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "50,60" "soundlevel" "SNDLVL_110dB" "wave" "physics/body/body_medium_break2.wav" }"NPC_AttackHelicopter.FireGun" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_GUNFIRE" "wave" "npc/attack_helicopter/aheli_weapon_fire_loop3.wav" } "NPC_AttackHelicopter.ChargeGun" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "95,105" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/attack_helicopter/aheli_charge_up.wav" } } "NPC_AttackHelicopter.ChargeDownGun" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "95,115" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "^npc/attack_helicopter/aheli_charge_down.wav" } } "NPC_AttackHelicopter.Rotors" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" "wave" "^npc/attack_helicopter/aheli_rotor_loop1.wav" } "NPC_AttackHelicopter.RotorsLoud" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_140dB" "wave" "^npc/attack_helicopter/aheli_rotor_loop1.wav" } "NPC_AttackHelicopter.RotorBlast" { "channel" "CHAN_STATIC" "volume" "0.4" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "wave" "npc/attack_helicopter/aheli_wash_loop3.wav" } "NPC_AttackHelicopter.NearFlyby" { "channel" "CHAN_BODY" "volume" "0.8" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_110dB" "wave" "npc/attack_helicopter/aheli_close_flyby1.wav" } "NPC_AttackHelicopterGrenade.Ping" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_80dB" "pitch" "100" "wave" "npc/attack_helicopter/aheli_mine_seek_loop1.wav" } "NPC_AttackHelicopter.DropMine" { "channel" "CHAN_STATIC" "volume" "0.75" "soundlevel" "SNDLVL_100dB" "pitch" "90,115" "wave" "npc/attack_helicopter/aheli_mine_drop1.wav" } "NPC_AttackHelicopter.MegabombAlert" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "pitch" "100" "wave" "npc/attack_helicopter/aheli_megabomb_siren1.wav" } "NPC_AttackHelicopter.BadlyDamagedAlert" { "channel" "CHAN_STATIC" "volume" "0.75" "soundlevel" "SNDLVL_110dB" "pitch" "100" "wave" "npc/attack_helicopter/aheli_damaged_alarm1.wav" } "NPC_AttackHelicopter.CrashingAlarm1" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "pitch" "100" "wave" "npc/attack_helicopter/aheli_crash_alert2.wav" } "NPC_Helicopter.FireRocket" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "soundlevel" "SNDLVL_90dB" "pitch" "100" "wave" "weapons/stinger_fire1.wav" } "NPC_AttackHelicopter.Crash" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "soundlevel" "SNDLVL_120dB" "pitch" "100" "wave" "npc/combine_gunship/gunship_explode2.wav" } "NPC_Barnacle.FinalBite" // bites head { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_crunch2.wav" "wave" "npc/barnacle/barnacle_crunch3.wav" } } "NPC_Barnacle.Chew" // obsolete, use FinalBite and Digest { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/bcl_chew1.wav" "wave" "npc/barnacle/bcl_chew2.wav" "wave" "npc/barnacle/barnacle_crunch2.wav" } } "NPC_Barnacle.Alert" // obsolete, use TongueStretch & PullPant { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/barnacle/bcl_alert2.wav" } "NPC_Barnacle.Die" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_die1.wav" "wave" "npc/barnacle/barnacle_die2.wav" } } "NPC_Barnacle.TongueOut" // barnacle tongue flops out { "channel" "CHAN_WEAPON" "volume" "0.80" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/barnacle/barnacle_tongue2.wav" } "NPC_Barnacle.TongueStretch" // barnacle tongue stretch as pulls up dinner { "channel" "CHAN_BODY" "volume" "0.80" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_tongue_pull1.wav" "wave" "npc/barnacle/barnacle_tongue_pull2.wav" "wave" "npc/barnacle/barnacle_tongue_pull3.wav" } } "NPC_Barnacle.PullPant" // barnacle pants as it pulls up dinner { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_pull1.wav" "wave" "npc/barnacle/barnacle_pull2.wav" "wave" "npc/barnacle/barnacle_pull3.wav" "wave" "npc/barnacle/barnacle_pull4.wav" } } "NPC_Barnacle.Grunt" // barnacle calls, idle, to baby barnacles { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_grunt1.wav" "wave" "npc/barnacle/barnacle_grunt3.wav" "wave" "npc/barnacle/barnacle_grunt4.wav" } } "NPC_Barnacle.BabyGrunt" // baby barnacle, idle, calls back { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "150" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_grunt1.wav" "wave" "npc/barnacle/barnacle_grunt3.wav" "wave" "npc/barnacle/barnacle_grunt4.wav" } } "NPC_Barnacle.Scream" // barnacle screams just before FinalBite { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_bark1.wav" "wave" "npc/barnacle/barnacle_bark2.wav" } } "NPC_Barnacle.Digest" // barnacle digestion idle - after eating { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/barnacle_digesting1.wav" "wave" "npc/barnacle/barnacle_digesting2.wav" "wave" "npc/barnacle/barnacle_gulp1.wav" "wave" "npc/barnacle/barnacle_gulp2.wav" } } "NPC_Barnacle.BreakNeck" // Breaks the prey's neck as it grabs. { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/barnacle/neck_snap1.wav" "wave" "npc/barnacle/neck_snap2.wav" } } "NPC_Crow.Hop" { "channel" "CHAN_BODY" "volume" "0.5" "pitch" "100, 200" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/crow/hop1.wav" "wave" "npc/crow/hop2.wav" } } "NPC_Crow.Gib" { "channel" "CHAN_WEAPON" "volume" "0.7" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "physics/flesh/flesh_squishy_impact_hard1.wav" } "NPC_Crow.Idle" { "channel" "CHAN_VOICE" "volume" "0.5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/crow/idle1.wav" "wave" "npc/crow/idle2.wav" "wave" "npc/crow/idle3.wav" "wave" "npc/crow/idle4.wav" } } "NPC_Crow.Alert" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/crow/alert1.wav" "wave" "npc/crow/alert2.wav" "wave" "npc/crow/alert3.wav" } } "NPC_Crow.Pain" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/crow/pain1.wav" "wave" "npc/crow/pain2.wav" } } "NPC_Crow.Die" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "90,105" "soundlevel" "SNDLVL_TALKING" "rndwave" { "wave" "npc/crow/die1.wav" "wave" "npc/crow/die2.wav" } } "NPC_Crow.Flap" { "channel" "CHAN_BODY" "volume" "0.5" "pitch" "90,120" "soundlevel" "SNDLVL_IDLE" "wave" "npc/crow/flap2.wav" } "NPC_Crow.Squawk" { "channel" "CHAN_VOICE" "volume" "0.6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_TALKING" "rndwave" { "wave" "npc/crow/crow2.wav" "wave" "npc/crow/crow3.wav" } } "NPC_Pigeon.Idle" { "channel" "CHAN_VOICE" "volume" "0.5" "pitch" "95,105" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "ambient/creatures/pigeon_idle1.wav" "wave" "ambient/creatures/pigeon_idle2.wav" "wave" "ambient/creatures/pigeon_idle3.wav" "wave" "ambient/creatures/pigeon_idle4.wav" } } "NPC_Seagull.Idle" { "channel" "CHAN_VOICE" "volume" "0.5" "pitch" "95,105" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "ambient/creatures/seagull_idle1.wav" "wave" "ambient/creatures/seagull_idle2.wav" "wave" "ambient/creatures/seagull_idle3.wav" } } "NPC_Seagull.Pain" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "100,115" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "ambient/creatures/seagull_pain1.wav" "wave" "ambient/creatures/seagull_pain2.wav" "wave" "ambient/creatures/seagull_pain3.wav" } } "NPC_BlackHeadcrab.Bite" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_poisonbite1.wav" "wave" "npc/headcrab_poison/ph_poisonbite2.wav" "wave" "npc/headcrab_poison/ph_poisonbite3.wav" } } "NPC_BlackHeadcrab.Attack" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_jump1.wav" "wave" "npc/headcrab_poison/ph_jump2.wav" "wave" "npc/headcrab_poison/ph_jump3.wav" } } "NPC_BlackHeadcrab.Footstep" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_60db" "rndwave" { "wave" "npc/headcrab_poison/ph_step1.wav" "wave" "npc/headcrab_poison/ph_step2.wav" "wave" "npc/headcrab_poison/ph_step3.wav" "wave" "npc/headcrab_poison/ph_step4.wav" } } "NPC_BlackHeadcrab.FootstepWalk" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_60db" "rndwave" { "wave" "npc/headcrab_poison/ph_step1.wav" "wave" "npc/headcrab_poison/ph_step2.wav" "wave" "npc/headcrab_poison/ph_step3.wav" "wave" "npc/headcrab_poison/ph_step4.wav" } } "NPC_BlackHeadcrab.Telegraph" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_scream1.wav" "wave" "npc/headcrab_poison/ph_scream2.wav" "wave" "npc/headcrab_poison/ph_scream3.wav" } } "NPC_BlackHeadcrab.Threat" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_warning1.wav" "wave" "npc/headcrab_poison/ph_warning2.wav" "wave" "npc/headcrab_poison/ph_warning3.wav" } } "NPC_BlackHeadcrab.Alert" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_rattle1.wav" "wave" "npc/headcrab_poison/ph_rattle2.wav" "wave" "npc/headcrab_poison/ph_rattle3.wav" } } "NPC_BlackHeadcrab.Idle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_idle1.wav" "wave" "npc/headcrab_poison/ph_idle2.wav" "wave" "npc/headcrab_poison/ph_idle3.wav" } } "NPC_BlackHeadcrab.Talk" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_talk1.wav" "wave" "npc/headcrab_poison/ph_talk2.wav" "wave" "npc/headcrab_poison/ph_talk3.wav" } } "NPC_BlackHeadcrab.AlertVoice" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_rattle1.wav" "wave" "npc/headcrab_poison/ph_rattle2.wav" "wave" "npc/headcrab_poison/ph_rattle3.wav" } } "NPC_BlackHeadcrab.Pain" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_75db" "rndwave" { "wave" "npc/headcrab_poison/ph_pain1.wav" "wave" "npc/headcrab_poison/ph_pain2.wav" "wave" "npc/headcrab_poison/ph_pain3.wav" } } "NPC_BlackHeadcrab.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_85db" "rndwave" { "wave" "npc/headcrab_poison/ph_rattle1.wav" "wave" "npc/headcrab_poison/ph_rattle2.wav" "wave" "npc/headcrab_poison/ph_rattle3.wav" } } "NPC_BlackHeadcrab.Impact" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_wallhit1.wav" "wave" "npc/headcrab_poison/ph_wallhit2.wav" } } "NPC_BlackHeadcrab.ImpactAngry" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70db" "rndwave" { "wave" "npc/headcrab_poison/ph_wallpain1.wav" "wave" "npc/headcrab_poison/ph_wallpain2.wav" "wave" "npc/headcrab_poison/ph_wallpain3.wav" } }// // // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // NOTE: AUTOMATICALLY GENERATED FILE, ANY HAND EDITED COMMENTS WILL BE LOST!!! // // VOL_NORM 1.0f // //----------------------------------------------------------------------------- // common attenuation values //----------------------------------------------------------------------------- // // DON'T USE THESE - USE SNDLVL_ INSTEAD!!! // ATTN_NONE 0.0f // ATTN_NORM 0.8f // ATTN_IDLE 2.0f // ATTN_STATIC 1.25f // ATTN_RICOCHET 1.5f // ATTN_GUNFIRE 0.27f // // SNDLVL_NONE = 0, // SNDLVL_25dB = 25, // SNDLVL_30dB = 30, // SNDLVL_35dB = 35, // SNDLVL_40dB = 40, // SNDLVL_45dB = 45, // SNDLVL_50dB = 50, = 3.9 // SNDLVL_55dB = 55, = 3.0 // SNDLVL_IDLE = 60, = 2.0 // SNDLVL_TALKING = 60, = 2.0 // SNDLVL_60dB = 60, = 2.0 // SNDLVL_65dB = 65, = 1.5 // SNDLVL_STATIC = 66, = 1.25 // SNDLVL_70dB = 70, = 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, = 0.8 // SNDLVL_80dB = 80, = 0.7 // SNDLVL_85dB = 85, = 0.6 // SNDLVL_90dB = 90, = 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, = 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, = 0.27 // SNDLVL_140dB = 140, = 0.2 // SNDLVL_150dB = 150, = 0.2 // "testcommands" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "closecaption/testcommands_$gender.wav" } "NPC_Citizen.FootstepLeft" { "channel" "CHAN_BODY" "volume" "0.600000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/concrete1.wav" "wave" "player/footsteps/concrete2.wav" } } "NPC_Citizen.FootstepRight" { "channel" "CHAN_BODY" "volume" "0.600000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/concrete3.wav" "wave" "player/footsteps/concrete4.wav" } } "NPC_Citizen.RunFootstepLeft" { "channel" "CHAN_BODY" "volume" "0.400000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/footsteps/hardboot_generic1.wav" "wave" "npc/footsteps/hardboot_generic3.wav" "wave" "npc/footsteps/hardboot_generic5.wav" } } "NPC_Citizen.RunFootstepRight" { "channel" "CHAN_BODY" "volume" "0.400000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/footsteps/hardboot_generic2.wav" "wave" "npc/footsteps/hardboot_generic4.wav" "wave" "npc/footsteps/hardboot_generic6.wav" } } "npc_citizen.die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "*vo/npc/$gender01/pain01.wav" "wave" "*vo/npc/$gender01/pain02.wav" "wave" "*vo/npc/$gender01/pain03.wav" "wave" "*vo/npc/$gender01/pain04.wav" "wave" "*vo/npc/$gender01/pain05.wav" "wave" "*vo/npc/$gender01/pain06.wav" "wave" "*vo/npc/$gender01/pain07.wav" "wave" "*vo/npc/$gender01/pain08.wav" "wave" "*vo/npc/$gender01/pain09.wav" } } "npc_citizen.abouttime01" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/abouttime01.wav" } "npc_citizen.abouttime02" { "channel" "CHAN_VOICE" "volume" "0.500000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/abouttime02.wav" } "npc_citizen.almosthityou01" { "channel" "CHAN_VOICE" "volume" "0.750000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/almosthityou01.wav" } "npc_citizen.antguard01" { "channel" "CHAN_VOICE" "volume" "0.750000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/antguard01.wav" } "npc_citizen.antguard02" { "channel" "CHAN_VOICE" "volume" "0.750000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/antguard02.wav" } "npc_citizen.antlion01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/antlion01.wav" } "npc_citizen.antlion02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/antlion02.wav" } "npc_citizen.antlions01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/antlions01.wav" } "npc_citizen.antlions02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/antlions02.wav" } "npc_citizen.areyoucrazy" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/areyoucrazy.wav" } "npc_citizen.barnacles01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/barnacles01.wav" } "npc_citizen.barnacles02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/barnacles02.wav" } "npc_citizen.bouncebombs01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/bouncebombs01.wav" } "npc_citizen.bouncebombs02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/bouncebombs02.wav" } "npc_citizen.damntiddly01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/damntiddly01.wav" } "npc_citizen.damntiddly02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/damntiddly02.wav" } "npc_citizen.hoppers01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/hoppers01.wav" } "npc_citizen.hoppers02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/hoppers02.wav" } "npc_citizen.howdimissthat" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/howdimissthat.wav" } "npc_citizen.busy01" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/busy01.wav" } "npc_citizen.busy02" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/busy02.wav" } "npc_citizen.busy03" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/busy03.wav" } "npc_citizen.busy04" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/busy04.wav" } "npc_citizen.busy05" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/busy05.wav" } "npc_citizen.careful01" { "channel" "CHAN_VOICE" "volume" "0.800000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/careful01.wav" } "npc_citizen.careful02" { "channel" "CHAN_VOICE" "volume" "0.800000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/careful02.wav" } "npc_citizen.carefultherefm" { "channel" "CHAN_VOICE" "volume" "0.800000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/carefultherefm.wav" } "npc_citizen.combine01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/combine01.wav" } "npc_citizen.doingsomething" { "channel" "CHAN_VOICE" "volume" "0.450000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/doingsomething.wav" } "npc_citizen.getdown01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/getdown01.wav" } "npc_citizen.getdown02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/getdown02.wav" } "npc_citizen.getgoingsoon" { "channel" "CHAN_VOICE" "volume" "0.465000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/getgoingsoon.wav" } "npc_citizen.goodgod" { "channel" "CHAN_VOICE" "volume" "0.550000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/goodgod.wav" } "npc_citizen.gotone01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/gotone01.wav" } "npc_citizen.gotone02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/gotone02.wav" } "npc_citizen.gunship02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/gunship02.wav" } "npc_citizen.imhurt01" { "channel" "CHAN_VOICE" "volume" "0.600000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/imhurt01.wav" } "npc_citizen.imhurt02" { "channel" "CHAN_VOICE" "volume" "0.700000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/imhurt02.wav" } "npc_citizen.likethat" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/likethat.wav" } "npc_citizen.likethemapples" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/likethemapples.wav" } "npc_citizen.lookoutfm01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/lookoutfm01.wav" } "npc_citizen.lookoutfm02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/lookoutfm02.wav" } "npc_citizen.moan01" { "channel" "CHAN_VOICE" "volume" "0.300000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/moan01.wav" } "npc_citizen.moan02" { "channel" "CHAN_VOICE" "volume" "0.300000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/moan02.wav" } "npc_citizen.moan03" { "channel" "CHAN_VOICE" "volume" "0.300000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/moan03.wav" } "npc_citizen.moan04" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/moan04.wav" } "npc_citizen.moan05" { "channel" "CHAN_VOICE" "volume" "0.300000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/moan05.wav" } "npc_citizen.ohno" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/ohno.wav" } "npc_citizen.ok01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/ok01.wav" } "npc_citizen.ok02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/ok02.wav" } "npc_citizen.okdoc01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/okdoc01.wav" } "npc_citizen.okdoc02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/okdoc02.wav" } "npc_citizen.okimready01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/okimready01.wav" } "npc_citizen.okimready02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/okimready02.wav" } "npc_citizen.okimready03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/okimready03.wav" } "npc_citizen.onyourside" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/onyourside.wav" } "npc_citizen.outthere01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/outthere01.wav" } "npc_citizen.outthere02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/outthere02.wav" } "npc_citizen.overhere01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overhere01.wav" } "npc_citizen.overhere01a" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overhere01a.wav" } "npc_citizen.overhere02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overhere02.wav" } "npc_citizen.overhere03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overhere03.wav" } "npc_citizen.ow01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/ow01.wav" } "npc_citizen.ow02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/ow02.wav" } "npc_citizen.pain01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/pain01.wav" } "npc_citizen.pain02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/pain02.wav" } "npc_citizen.pain03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/pain03.wav" } "npc_citizen.pain04" { "channel" 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"*vo/npc/$gender01/squad_follow03.wav" } "npc_citizen.squad_follow04" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_follow04.wav" } "npc_citizen.squad_greet01" { "channel" "CHAN_VOICE" "volume" "0.700000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_greet01.wav" } "npc_citizen.squad_greet02" { "channel" "CHAN_VOICE" "volume" "0.700000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_greet02.wav" } "npc_citizen.squad_greet03" { "channel" "CHAN_VOICE" "volume" ".7" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_greet03.wav" } "npc_citizen.squad_greet04" { "channel" "CHAN_VOICE" "volume" ".6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_greet04.wav" } "npc_citizen.squad_greet05" { "channel" "CHAN_VOICE" "volume" ".65" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_greet05.wav" } "npc_citizen.squad_greet06" { "channel" "CHAN_VOICE" "volume" ".65" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_greet06.wav" } "npc_citizen.squad_train01" { "channel" "CHAN_VOICE" "volume" "0.450000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_train01.wav" } "npc_citizen.squad_train02" { "channel" "CHAN_VOICE" "volume" ".6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_train02.wav" } "npc_citizen.squad_train03" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_train03.wav" } "npc_citizen.squad_train04" { "channel" "CHAN_VOICE" "volume" ".6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_train04.wav" } "npc_citizen.squad_reinforce_group01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_group01.wav" } "npc_citizen.squad_reinforce_group02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_group02.wav" } "npc_citizen.squad_reinforce_group03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_group03.wav" } "npc_citizen.squad_reinforce_group04" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_group04.wav" } "npc_citizen.squad_reinforce_single01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_single01.wav" } "npc_citizen.squad_reinforce_single02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_single02.wav" } "npc_citizen.squad_reinforce_single03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_single03.wav" } "npc_citizen.squad_reinforce_single04" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/squad_reinforce_single04.wav" } "npc_citizen.coverwhilereload01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/coverwhilereload01.wav" } "npc_citizen.coverwhilereload02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/coverwhilereload02.wav" } "npc_citizen.gottareload01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/gottareload01.wav" } "npc_citizen.dontforgetreload01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/dontforgetreload01.wav" } "npc_citizen.reloadfm01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/reloadfm01.wav" } "npc_citizen.reloadfm02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/reloadfm02.wav" } "npc_citizen.youdbetterreload01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/youdbetterreload01.wav" } "npc_citizen.nice" { "channel" "CHAN_VOICE" "volume" "0.600000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/nice.wav" } "npc_citizen.thislldonicely" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/thislldonicely.wav" } "npc_citizen.finally" { "channel" "CHAN_VOICE" "volume" "0.600000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/finally.wav" } "npc_citizen.finally01" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/finally01.wav" } "npc_citizen.finally02" { "channel" "CHAN_VOICE" "volume" "0.650000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/finally02.wav" } "npc_citizen.oneforme" { "channel" "CHAN_VOICE" "volume" ".6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/oneforme.wav" } "npc_citizen.evenodds" { "channel" "CHAN_VOICE" "volume" "0.450000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/evenodds.wav" } "npc_citizen.evenodds01" { "channel" "CHAN_VOICE" "volume" "0.450000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/evenodds01.wav" } "npc_citizen.upthere01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/upthere01.wav" } "npc_citizen.upthere02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/upthere02.wav" } "npc_citizen.behindyou01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/behindyou01.wav" } "npc_citizen.behindyou02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/behindyou02.wav" } "npc_citizen.downthere01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/downthere01.wav" } "npc_citizen.downthere02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/downthere02.wav" } "npc_citizen.overthere01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overthere01.wav" } "npc_citizen.overthere02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overthere02.wav" } "npc_citizen.combine02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/combine02.wav" } "npc_citizen.headcrabs01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/headcrabs01.wav" } "npc_citizen.headcrabs02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/headcrabs02.wav" } "npc_citizen.zombies01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/zombies01.wav" } "npc_citizen.zombies02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/zombies02.wav" } "npc_citizen.scanners01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scanners01.wav" } "npc_citizen.scanners02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scanners02.wav" } "npc_citizen.strider" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/strider.wav" } "npc_citizen.itsamanhack01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/itsamanhack01.wav" } "npc_citizen.itsamanhack02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/itsamanhack02.wav" } "npc_citizen.herecomehacks01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/herecomehacks01.wav" } "npc_citizen.herecomehacks02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/herecomehacks02.wav" } "npc_citizen.thehacks01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/thehacks01.wav" } "npc_citizen.thehacks02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/thehacks02.wav" } "npc_citizen.hacks01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/hacks01.wav" } "npc_citizen.hacks02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/hacks02.wav" } "npc_citizen.yougotit02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/yougotit02.wav" } "npc_citizen.scan_check_near01" { "channel" "CHAN_VOICE" "volume" ".75" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scan_check_near01.wav" } "npc_citizen.scan_check_near02" { "channel" "CHAN_VOICE" "volume" ".75" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scan_check_near02.wav" } "npc_citizen.scan_check_near03" { "channel" "CHAN_VOICE" "volume" ".75" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scan_check_near03.wav" } "npc_citizen.scan_check_far01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scan_check_far01.wav" } "npc_citizen.scan_check_far02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scan_check_far02.wav" } "npc_citizen.scan_check_far03" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/scan_check_far03.wav" } "npc_citizen.whatwaitfor" { "channel" "CHAN_VOICE" "volume" ".5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/whatwaitfor.wav" } "npc_citizen.wowniceshot01" { "channel" "CHAN_VOICE" "volume" ".8" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/wowniceshot01.wav" } "npc_citizen.wowniceshot02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/wowniceshot02.wav" } "npc_citizen.overwatch01" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overwatch01.wav" } "npc_citizen.overwatch02" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/overwatch02.wav" } "npc_citizen.surething01" { "channel" "CHAN_VOICE" "volume" ".6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/surething01.wav" } "npc_citizen.surething02" { "channel" "CHAN_VOICE" "volume" ".6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/surething02.wav" } "npc_citizen.turret" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/turret.wav" } "npc_citizen.turrets" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/turrets.wav" } "npc_citizen.cantbeseen02" { "channel" "CHAN_VOICE" "volume" "0.440000" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "*vo/npc/$gender01/cantbeseen02.wav" } "NPC_CombineBall.Explosion" { "channel" "CHAN_STATIC" "volume" "0.75" "pitch" "95, 105" "soundlevel" "SNDLVL_140dB" "wave" "weapons/physcannon/energy_sing_explosion2.wav" } "NPC_CombineBall.HoldingInPhysCannon" { "channel" "CHAN_STATIC" "volume" "0.9" "pitch" "95, 105" "soundlevel" "SNDLVL_90dB" "wave" "weapons/physcannon/energy_sing_loop4.wav" } "NPC_CombineBall.WhizFlyby" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_100dB" "rndwave" { "wave" "weapons/physcannon/energy_sing_flyby1.wav" "wave" "weapons/physcannon/energy_sing_flyby2.wav" } } "NPC_CombineBall.Launch" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "rndwave" { "wave" "weapons/physcannon/energy_sing_flyby1.wav" "wave" "weapons/physcannon/energy_sing_flyby2.wav" } } "NPC_CombineBall.KillImpact" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "rndwave" { "wave" "weapons/physcannon/energy_disintegrate4.wav" "wave" "weapons/physcannon/energy_disintegrate5.wav" } } "NPC_CombineBall.Impact" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_100DB" "rndwave" { "wave" "weapons/physcannon/energy_bounce1.wav" "wave" "weapons/physcannon/energy_bounce2.wav" } } "NPC_CombineMine.Hop" { "channel" "CHAN_WEAPON" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/mine/rmine_blip3.wav" } "NPC_CombineMine.FlipOver" { "channel" "CHAN_WEAPON" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/mine/rmine_blip3.wav" } "NPC_CombineMine.TurnOn" { "channel" "CHAN_WEAPON" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/mine/combine_mine_deploy1.wav" } "NPC_CombineMine.TurnOff" { "channel" "CHAN_WEAPON" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/mine/combine_mine_deactivate1.wav" } "NPC_CombineMine.OpenHooks" { "channel" "CHAN_WEAPON" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/blade_in.wav" } "NPC_CombineMine.CloseHooks" { "channel" "CHAN_WEAPON" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/blade_cut.wav" } "NPC_CombineMine.ActiveLoop" { "channel" "CHAN_STATIC" "volume" "0.8" "pitch" "95, 105" "soundlevel" "SNDLVL_80DB" "wave" "npc/roller/mine/combine_mine_active_loop1.wav" } "NPC_CombineCamera.Retire" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/retract.wav" } "NPC_CombineCamera.Deploy" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/deploy.wav" } "NPC_CombineCamera.Move" { "channel" "CHAN_ITEM" "volume" "0.100" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/deploy.wav" } "NPC_CombineCamera.Active" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/roller/remote_yes.wav" } "NPC_CombineCamera.BecomeIdle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/roller/code2.wav" } "NPC_CombineCamera.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/cbot_servoscared.wav" } "NPC_CombineCamera.Angry" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "ambient/alarms/klaxon1.wav" } "NPC_CombineCamera.Ping" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/ping.wav" } "NPC_CombineCamera.Click" { "channel" "CHAN_BODY" "volume" "0.40" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/click1.wav" } "NPC_CombineCamera.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/die.wav" } "NPC_CombineDropship.RotorLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/dropship_engine_distant_loop1.wav" } "NPC_CombineDropship.NearRotorLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" "wave" "npc/combine_gunship/dropship_engine_near_loop1.wav" } "NPC_CombineDropship.FireLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" "wave" "npc/combine_gunship/gunship_fire_loop1.wav" } "NPC_CombineDropship.OnGroundRotorLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" "wave" "npc/combine_gunship/dropship_onground_loop1.wav" } "NPC_CombineDropship.DescendingWarningLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/dropship_dropping_pod_loop1.wav" } //********************************************************* // Env_HeadcrabCanister Sounds //Command Mode Sentences "HeadcrabCanister.IncomingSound" { "channel" "CHAN_STATIC" "volume" "0.75" "soundlevel" "0" "pitch" "PITCH_NORM" "wave" "npc/env_headcrabcanister/incoming.wav" } "HeadcrabCanister.LaunchSound" { "channel" "CHAN_STATIC" "volume" "0.75" "soundlevel" "0" "pitch" "PITCH_NORM" "wave" "npc/env_headcrabcanister/launch.wav" } "HeadcrabCanister.Explosion" { "channel" "CHAN_STATIC" "volume" "0.95" "soundlevel" "SNDLVL_140db" "pitch" "PITCH_NORM" "wave" "npc/env_headcrabcanister/explosion.wav" } "HeadcrabCanister.AfterLanding" { "channel" "CHAN_STATIC" "volume" "0.56" "soundlevel" "SNDLVL_70dB" "pitch" "PITCH_NORM" "wave" "npc/env_headcrabcanister/hiss.wav" } "HeadcrabCanister.SkyboxExplosion" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "0" "pitch" "PITCH_NORM" "wave" "npc/env_headcrabcanister/explosion.wav" } "HeadcrabCanister.Open" { "channel" "CHAN_BODY" "volume" "0.500000" "pitch" "100" "soundlevel" "SNDLVL_90dB" "wave" "ambient/levels/canals/headcrab_canister_open1.wav" } "NPC_FastHeadcrab.Idle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab_fast/idle1.wav" "wave" "npc/headcrab_fast/idle2.wav" "wave" "npc/headcrab_fast/idle3.wav" } } "NPC_FastHeadcrab.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/headcrab_fast/alert1.wav" } "NPC_FastHeadcrab.Pain" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab_fast/pain1.wav" "wave" "npc/headcrab_fast/pain2.wav" "wave" "npc/headcrab_fast/pain3.wav" } } "NPC_FastHeadcrab.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab_fast/die1.wav" "wave" "npc/headcrab_fast/die2.wav" } } "NPC_FastHeadcrab.Bite" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/headcrab_fast/headbite.wav" } "NPC_FastHeadcrab.Attack" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab_fast/attack1.wav" "wave" "npc/headcrab_fast/attack2.wav" "wave" "npc/headcrab_fast/attack3.wav" } } "NPC_FastHeadcrab.Footstep" { "channel" "CHAN_BODY" "volume" "0.01" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/headcrab_poison/ph_step1.wav" "wave" "npc/headcrab_poison/ph_step2.wav" "wave" "npc/headcrab_poison/ph_step3.wav" "wave" "npc/headcrab_poison/ph_step4.wav" } }"NPC_FastZombie.LeapAttack" { "channel" "CHAN_WEAPON" "volume" "0.400" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/leap1.wav" } "NPC_FastZombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/fast_zombie/foot4.wav" } } "NPC_FastZombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/fast_zombie/foot1.wav" "wave" "npc/fast_zombie/foot2.wav" "wave" "npc/fast_zombie/foot3.wav" } } "NPC_FastZombie.AttackHit" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/fast_zombie/claw_strike1.wav" "wave" "npc/fast_zombie/claw_strike2.wav" "wave" "npc/fast_zombie/claw_strike3.wav" } } "NPC_FastZombie.AttackMiss" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/fast_zombie/claw_miss1.wav" "wave" "npc/fast_zombie/claw_miss2.wav" } } "NPC_FastZombie.Attack" { "channel" "CHAN_WEAPON" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/leap1.wav" } "NPC_FastZombie.Pain" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/leap1.wav" } "NPC_FastZombie.Die" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/wake1.wav" } "NPC_FastZombie.Idle" { "channel" "CHAN_WEAPON" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/fast_zombie/idle1.wav" "wave" "npc/fast_zombie/idle2.wav" "wave" "npc/fast_zombie/idle3.wav" } } "NPC_FastZombie.AlertFar" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/fz_alert_far1.wav" } "NPC_FastZombie.AlertNear" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/fz_alert_close1.wav" } "NPC_FastZombie.GallopLeft" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/fast_zombie/foot1.wav" "wave" "npc/fast_zombie/foot2.wav" } } "NPC_FastZombie.GallopRight" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/fast_zombie/foot3.wav" "wave" "npc/fast_zombie/foot4.wav" } } "NPC_FastZombie.Scream" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/fz_scream1.wav" } "NPC_FastZombie.RangeAttack" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/leap1.wav" } "NPC_FastZombie.Frenzy" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/fz_frenzy1.wav" } "NPC_FastZombie.Moan1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/breathe_loop1.wav" } "NPC_FastZombie.Gurgle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/fast_zombie/gurgle_loop1.wav" } "NPC_FastZombie.NoSound" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "common/null.wav" }"NPC_CombineGunship.CannonSound" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "90" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/gunship_weapon_fire_loop6.wav" } "NPC_CombineGunship.CannonStartSound" { "channel" "CHAN_WEAPON" "volume" "0.9" "pitch" "95,105" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/attack_start2.wav" } "NPC_CombineGunship.CannonStopSound" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "95,105" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/attack_stop2.wav" } "NPC_CombineGunship.DyingSound" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" "wave" "npc/combine_gunship/gunship_crashing1.wav" } "NPC_CombineGunship.RotorSound" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" //"wave" "npc/combine_gunship/gunship_engine_loop3.wav" "wave" "^npc/combine_gunship/engine_whine_loop1.wav" } // "NPC_CombineGunship.IntakeSound" // { // "channel" "CHAN_STATIC" // "volume" "0.8" // "pitch" "100" // // "soundlevel" "SNDLVL_100dB" // // "wave" "npc/combine_gunship/wind_blow_loop1.wav" // } "NPC_CombineGunship.ExhaustSound" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" // "wave" "npc/combine_gunship/wind_blow_loop1.wav" "wave" "npc/combine_gunship/engine_rotor_loop1.wav" } "NPC_CombineGunship.RotorBlastSound" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "100" "soundlevel" "SNDLVL_120dB" //"wave" "npc/combine_gunship/wind_blast_loop1.wav" "wave" "npc/combine_gunship/gunship_engine_loop3.wav" } "NPC_CombineGunship.SearchPing" { "channel" "CHAN_VOICE" "volume" "0.800" "pitch" "95,105" "soundlevel" "SNDLVL_120dB" "wave" "npc/combine_gunship/gunship_ping_search.wav" } "NPC_CombineGunship.PatrolPing" { "channel" "CHAN_VOICE" "volume" "0.800" "pitch" "100,110" "soundlevel" "SNDLVL_120dB" "wave" "npc/combine_gunship/ping_search.wav" } "NPC_CombineGunship.SeeEnemy" { "channel" "CHAN_VOICE" "volume" "0.800" "pitch" "80,120" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/combine_gunship/gunship_moan.wav" "wave" "npc/combine_gunship/see_enemy.wav" "wave" "npc/combine_gunship/ping_patrol.wav" } } "NPC_CombineGunship.Pain" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "90,115" "soundlevel" "SNDLVL_120dB" "wave" "npc/combine_gunship/gunship_pain.wav" } "NPC_CombineGunship.Explode" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "wave" "npc/combine_gunship/gunship_explode2.wav" } "NPC_HeadCrab.Burning" { "channel" "CHAN_STATIC" "volume" "0.45" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_75dB" "wave" "npc/headcrab/headcrab_burning_loop2.wav" } "NPC_HeadCrab.StopBurning" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "common/null.wav" } "NPC_HeadCrab.Gib" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "physics/flesh/flesh_squishy_impact_hard2.wav" } "NPC_HeadCrab.Idle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab/idle1.wav" "wave" "npc/headcrab/idle2.wav" "wave" "npc/headcrab/idle3.wav" } } "NPC_HeadCrab.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/headcrab/alert1.wav" } "NPC_HeadCrab.Pain" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab/pain1.wav" "wave" "npc/headcrab/pain2.wav" "wave" "npc/headcrab/pain3.wav" } } "NPC_HeadCrab.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab/die1.wav" "wave" "npc/headcrab/die2.wav" } } "NPC_HeadCrab.Bite" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/headcrab/headbite.wav" } "NPC_Headcrab.Attack" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/headcrab/attack1.wav" "wave" "npc/headcrab/attack2.wav" "wave" "npc/headcrab/attack3.wav" } } "NPC_Headcrab.Footstep" { "channel" "CHAN_BODY" "volume" "0.01" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/headcrab_poison/ph_step1.wav" "wave" "npc/headcrab_poison/ph_step2.wav" "wave" "npc/headcrab_poison/ph_step3.wav" "wave" "npc/headcrab_poison/ph_step4.wav" } } "NPC_Headcrab.BurrowIn" { "channel" "CHAN_BODY" "volume" "0.4" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion/digdown1.wav" } "NPC_Headcrab.BurrowOut" { "channel" "CHAN_BODY" "volume" "0.6" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/antlion/digdown1.wav" } } "NPC_Manhack.Die" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/manhack/gib.wav" } "NPC_Manhack.Bat" { "channel" "CHAN_BODY" "volume" "0.800" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/manhack/bat_away.wav" } "NPC_Manhack.Splash" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "ambient/water/water_splash1.wav" "wave" "ambient/water/water_splash2.wav" "wave" "ambient/water/water_splash3.wav" } } "NPC_Manhack.Slice" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/manhack/grind_flesh1.wav" "wave" "npc/manhack/grind_flesh2.wav" "wave" "npc/manhack/grind_flesh3.wav" } } "NPC_Manhack.Grind" { "channel" "CHAN_ITEM" "volume" "0.80" "pitch" "95,105" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/manhack/grind1.wav" "wave" "npc/manhack/grind2.wav" "wave" "npc/manhack/grind3.wav" "wave" "npc/manhack/grind4.wav" "wave" "npc/manhack/grind5.wav" } } "NPC_Manhack.EngineNoise" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/manhack/mh_blade_snick1.wav" } "NPC_Manhack.Unpack" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/deploy.wav" } "NPC_Manhack.EngineSound1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "npc/manhack/mh_engine_loop1.wav" } "NPC_Manhack.EngineSound2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "npc/manhack/mh_engine_loop2.wav" } "NPC_Manhack.BladeSound" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/manhack/mh_blade_loop1.wav" } "NPC_Manhack.ChargeAnnounce" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/roller/mine/rmine_blades_out1.wav" "wave" "npc/roller/mine/rmine_blades_out2.wav" "wave" "npc/roller/mine/rmine_blades_out3.wav" } } "NPC_Manhack.ChargeEnd" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/roller/mine/rmine_blades_in1.wav" "wave" "npc/roller/mine/rmine_blades_in2.wav" "wave" "npc/roller/mine/rmine_blades_in3.wav" } } "NPC_Manhack.Stunned" { "channel" "CHAN_VOICE" "volume" "0.80" "pitch" "145,150" "soundlevel" "SNDLVL_70dB" "wave" "npc/scanner/scanner_siren2.wav" } "NPC_MetroPolice.SentenceParameters" { "channel" "CHAN_VOICE" "volume" "0.80" "pitch" "100,106" "soundlevel" "SNDLVL_90dB" "wave" "common/null.wav" } "NPC_MetroPolice.HitByVehicle" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/metropolice/hit_by_vehicle1.wav" "wave" "npc/metropolice/hit_by_vehicle2.wav" "wave" "npc/metropolice/hit_by_vehicle3.wav" } } "NPC_MetroPolice.Shove" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "physics/flesh/flesh_impact_hard3.wav" "wave" "physics/flesh/flesh_impact_hard4.wav" "wave" "physics/flesh/flesh_impact_hard5.wav" } } "NPC_MetroPolice.FootstepLeft" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/tile1.wav" "wave" "player/footsteps/tile2.wav" } } "NPC_MetroPolice.FootstepRight" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/tile3.wav" "wave" "player/footsteps/tile4.wav" } } "NPC_MetroPolice.RunFootstepLeft" { "channel" "CHAN_BODY" "volume" "0.55" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/metropolice/gear1.wav" "wave" "npc/metropolice/gear3.wav" "wave" "npc/metropolice/gear5.wav" } } "NPC_MetroPolice.RunFootstepRight" { "channel" "CHAN_BODY" "volume" "0.55" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/metropolice/gear2.wav" "wave" "npc/metropolice/gear4.wav" "wave" "npc/metropolice/gear6.wav" } } // ********************************************************** // OBSOLETE: // metropolice should always use sentences.txt entries, // the following should NOT be referenced. "NPC_MetroPolice.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "*npc/metropolice/vo/confirmpriority1sighted.wav" } } "NPC_MetroPolice.Die" { "channel" "CHAN_VOICE" "volume" "0.500" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/metropolice/die1.wav" "wave" "npc/metropolice/die2.wav" "wave" "npc/metropolice/die3.wav" "wave" "npc/metropolice/die4.wav" } } "NPC_MetroPolice.Pain" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/metropolice/pain1.wav" "wave" "npc/metropolice/pain2.wav" "wave" "npc/metropolice/pain3.wav" "wave" "npc/metropolice/pain4.wav" } } "NPC_MetroPolice.OnFireScream" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_85dB" "rndwave" { "wave" "*npc/metropolice/vo/officerneedshelp.wav" "wave" "*npc/metropolice/vo/help.wav" } } "NPC_MetroPolice.LocateSpeech" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "*npc/metropolice/vo/thereheis.wav" } } "NPC_MetroPolice.DeploySpeech" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "*npc/metropolice/vo/visceratordeployed.wav" } } "NPC_MetroPolice.WaterSpeech" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "*npc/metropolice/vo/wasteriver.wav" "wave" "*npc/metropolice/vo/canal.wav" } } "NPC_MetroPolice.HidingSpeech" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "*npc/metropolice/vo/searchingforsuspect.wav" "wave" "*npc/metropolice/vo/novisualonupi.wav" } } "NPC_MetroPolice.Warn" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "*npc/metropolice/vo/holdit.wav" "wave" "*npc/metropolice/vo/dontmove.wav" } } "NPC_MetroPolice.Freeze" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/dontmove.wav" } "NPC_MetroPolice.Stay" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/holdit.wav" } "NPC_MetroPolice.Customs.GoRight" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/moveit2.wav" } "NPC_MetroPolice.Customs.GoLeft" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/movealong3.wav" } "NPC_MetroPolice.Luggagescript.Warn" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/firstwarningmove.wav" } "NPC_MetroPolice.Radio.On" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/metropolice/vo/on1.wav" "wave" "npc/metropolice/vo/on2.wav" } } "NPC_MetroPolice.Radio.Off" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/metropolice/vo/off1.wav" "wave" "npc/metropolice/vo/off2.wav" } } "NPC_MetroPolice.Cupcop.Intro" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/standardloyaltycheck.wav" } "NPC_MetroPolice.Cupcop.PickUpTheCan" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/pickupthecan1.wav" } "NPC_MetroPolice.Cupcop.PickUpTheCan.Nag" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "*npc/metropolice/vo/pickupthecan2.wav" "wave" "*npc/metropolice/vo/pickupthecan3.wav" "wave" "*npc/metropolice/vo/youknockeditover.wav" } } "NPC_MetroPolice.Cupcop.PutItInTheTrash" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "*npc/metropolice/vo/putitinthetrash1.wav" "wave" "*npc/metropolice/vo/putitinthetrash2.wav" } } "NPC_MetroPolice.Cupcop.Failure" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "* pcmetropolicevoprepareforjudgement.wav" } "NPC_MetroPolice.Cupcop.Failure.Leave" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "* pcmetropolicevoloyaltycheckfailure.wav" } "NPC_MetroPolice.Cupcop.Success" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/citizensummoned.wav" } "NPC_MetroPolice.Cupcop.GoAway" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/allrightyoucango.wav" } "NPC_MetroPolice.Cupcop.GoAway.Failure" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/nowgetoutofhere.wav" } "NPC_MetroPolice.Cupcop.Chuckle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/vo/chuckle.wav" } "NPC_MetroPolice.onecontained" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/combine_soldier/vo/onecontained.wav" } "NPC_MetroPolice.takedown" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "*npc/metropolice/takedown.wav" } "NPC_PoisonZombie.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_die1.wav" "wave" "npc/zombie_poison/pz_die2.wav" } } "NPC_PoisonZombie.ThrowWarn" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_warn1.wav" "wave" "npc/zombie_poison/pz_warn2.wav" } } "NPC_PoisonZombie.Throw" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_throw2.wav" "wave" "npc/zombie_poison/pz_throw3.wav" } } "NPC_PoisonZombie.Idle" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/zombie_poison/pz_idle2.wav" "wave" "npc/zombie_poison/pz_idle3.wav" "wave" "npc/zombie_poison/pz_idle4.wav" } } "NPC_PoisonZombie.Pain" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_pain1.wav" "wave" "npc/zombie_poison/pz_pain2.wav" "wave" "npc/zombie_poison/pz_pain3.wav" } } "NPC_PoisonZombie.Alert" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_alert1.wav" "wave" "npc/zombie_poison/pz_alert2.wav" } } "NPC_PoisonZombie.Attack" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_warn1.wav" "wave" "npc/zombie_poison/pz_warn2.wav" } } "NPC_PoisonZombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_right_foot1.wav" } "NPC_PoisonZombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_left_foot1.wav" } "NPC_PoisonZombie.FastBreath" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_breathe_loop2.wav" } "NPC_PoisonZombie.Moan1" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie_poison/pz_breathe_loop1.wav" } // move "NPC_RollerMine.Roll" { "channel" "CHAN_BODY" "volume" "0.56" "pitch" "80, 150" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_moveslow_loop1.wav" } // move with spikes "NPC_RollerMine.RollWithSpikes" { "channel" "CHAN_BODY" "volume" "0.56" "pitch" "80, 150" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_movefast_loop1.wav" } // tossed by physcannon "NPC_RollerMine.Tossed" { "channel" "CHAN_VOICE" "volume" "0.9" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_tossed1.wav" } // picked up by physcannon "NPC_RollerMine.Held" { "channel" "CHAN_VOICE" "volume" "0.7" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_taunt2.wav" } // within 400 units of enemy "NPC_RollerMine.Taunt" { "channel" "CHAN_VOICE" "volume" "0.400" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_taunt1.wav" } // pitch based on distance to enemy "NPC_RollerMine.Ping" { "channel" "CHAN_STATIC" "volume" "0.6" "pitch" "90, 130" "soundlevel" "SNDLVL_85dB" "wave" "npc/roller/mine/rmine_seek_loop2.wav" } // spikes out "NPC_RollerMine.OpenSpikes" { "channel" "CHAN_WEAPON" "volume" "0.5" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "npc/roller/mine/rmine_blades_out1.wav" "wave" "npc/roller/mine/rmine_blades_out2.wav" "wave" "npc/roller/mine/rmine_blades_out3.wav" } } // retract spikes "NPC_RollerMine.CloseSpikes" { "channel" "CHAN_WEAPON" "volume" "0.5" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "npc/roller/mine/rmine_blades_in1.wav" "wave" "npc/roller/mine/rmine_blades_in2.wav" "wave" "npc/roller/mine/rmine_blades_in3.wav" } } // zap enemy "NPC_RollerMine.Shock" { "channel" "CHAN_WEAPON" "volume" "0.7" "pitch" "100,120" "soundlevel" "SNDLVL_GUNFIRE" "wave" "npc/roller/mine/rmine_explode_shock1.wav" } // just before detonation "NPC_RollerMine.Hurt" { "channel" "CHAN_VOICE" "volume" "0.7" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_predetonate.wav" } // talk to other mines while stuck on vehicle "NPC_RollerMine.Chirp" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "80, 120" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "npc/roller/mine/rmine_chirp_quest1.wav" "wave" "npc/roller/mine/rmine_blip3.wav" } } // respond to other mines while stuck on vehicle "NPC_RollerMine.ChirpRespond" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "80, 120" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "npc/roller/mine/rmine_chirp_answer1.wav" "wave" "npc/roller/mine/rmine_blip1.wav" } } // zap vehicle "NPC_RollerMine.JoltVehicle" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "npc/roller/mine/rmine_shockvehicle1.wav" "wave" "npc/roller/mine/rmine_shockvehicle2.wav" } } // ****************************************************** // UNUSED: "NPC_RollerMine.Warn" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_blip1.wav" } "NPC_RollerMine.ExplodeChirp" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_blip1.wav" } "NPC_RollerMine.ExplodeChirpRespond" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "90, 110" "soundlevel" "SNDLVL_75dB" "wave" "npc/roller/mine/rmine_blip1.wav" } "NPC_CScanner.Gib" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/scanner_explode_crash1.wav" } // when diving, scanner bounces on obstacle "NPC_CScanner.Shoot" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/scanner_electric1.wav" "wave" "npc/scanner/scanner_electric2.wav" } } "NPC_CScanner.Alert" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "100, 150" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/scanner_scan5.wav" "wave" "npc/scanner/scanner_alert1.wav" } } // NOTE: must be on CHAN_VOICE to kill all loops when scanner dies "NPC_CScanner.Die" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "npc/scanner/scanner_explode_crash2.wav" } // NOTE: all 'short' loops must be on chan voice "NPC_CScanner.Combat" { "channel" "CHAN_VOICE" "volume" "0.65" "pitch" "165,195" "soundlevel" "SNDLVL_85dB" "rndwave" { "wave" "npc/scanner/scanner_scan_loop1.wav" "wave" "npc/scanner/scanner_scan_loop2.wav" "wave" "npc/scanner/scanner_combat_loop1.wav" } } "NPC_CScanner.Idle" { "channel" "CHAN_VOICE" "volume" "0.6" "pitch" "90,110" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/scanner/scanner_scan1.wav" "wave" "npc/scanner/scanner_scan2.wav" "wave" "npc/scanner/scanner_scan4.wav" "wave" "npc/scanner/scanner_blip1.wav" // "wave" "npc/scanner/scanner_engine_loop4.wav" } } "NPC_CScanner.Pain" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "100,120" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/scanner_pain1.wav" "wave" "npc/scanner/scanner_pain2.wav" "wave" "npc/scanner/scanner_talk1.wav" "wave" "npc/scanner/scanner_siren2.wav" "wave" "npc/scanner/cbot_servoscared.wav" } } "NPC_CScanner.TakePhoto" { "channel" "CHAN_WEAPON" "volume" "0.5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_75dB" "wave" "npc/scanner/scanner_photo1.wav" } "NPC_CScanner.AttackFlash" { "channel" "CHAN_WEAPON" "volume" "0.5" "pitch" "70" "soundlevel" "SNDLVL_75dB" "wave" "npc/scanner/scanner_photo1.wav" } // scanner is diving to atttack "NPC_CScanner.DiveBomb" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/scanner_siren2.wav" } "NPC_CScanner.DiveBombFlyby" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/scanner/scanner_nearmiss1.wav" "wave" "npc/scanner/scanner_nearmiss2.wav" } } // when scanner 'eye' wings open "NPC_CScanner.OpenEye" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "95, 105" "soundlevel" "SNDLVL_75dB" "wave" "npc/scanner/scanner_open3.wav" } // when scanner light illuminates player "NPC_CScanner.Illuminate" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "70,80" "soundlevel" "SNDLVL_80dB" "wave" "npc/scanner/scanner_scan3.wav" } "NPC_CScanner.FlyLoop" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/cbot_fly_loop.wav" } //===================================== //===================================== // Shield Scanner entries //===================================== //===================================== "NPC_SScanner.Gib" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/cbot_energyexplosion1.wav" } // when diving, scanner bounces on obstacle "NPC_SScanner.Shoot" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/scanner_electric1.wav" "wave" "npc/scanner/scanner_electric2.wav" } } "NPC_SScanner.Alert" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "100, 120" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/scanner_talk2.wav" } // NOTE: must be on CHAN_VOICE to kill all loops when scanner dies "NPC_SScanner.Die" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "npc/scanner/cbot_energyexplosion1.wav" } // NOTE: all 'short' loops must be on chan voice "NPC_SScanner.Combat" { "channel" "CHAN_VOICE" "volume" "0.45" "pitch" "100,140" "soundlevel" "SNDLVL_85dB" "rndwave" { "wave" "npc/scanner/combat_scan_loop1.wav" "wave" "npc/scanner/combat_scan_loop2.wav" "wave" "npc/scanner/combat_scan_loop4.wav" "wave" "npc/scanner/combat_scan_loop6.wav" } } "NPC_SScanner.Idle" { "channel" "CHAN_VOICE" "volume" "0.6" "pitch" "90,110" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/scanner/combat_scan3.wav" "wave" "npc/scanner/combat_scan5.wav" // "wave" "npc/scanner/combat_scan_loop5.wav" } } "NPC_SScanner.Pain" { "channel" "CHAN_VOICE" "volume" "0.5" "pitch" "100,105" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/combat_scan4.wav" "wave" "npc/scanner/cbot_servochatter.wav" } } "NPC_SScanner.TakePhoto" { "channel" "CHAN_WEAPON" "volume" "0.5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_75dB" "wave" "npc/scanner/combat_scan1.wav" } "NPC_SScanner.AttackFlash" { "channel" "CHAN_WEAPON" "volume" "0.5" "pitch" "140" "soundlevel" "SNDLVL_75dB" "wave" "npc/scanner/combat_scan2.wav" } // scanner is diving to atttack "NPC_SScanner.DiveBomb" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/combat_scan4.wav" } "NPC_SScanner.DiveBombFlyby" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/scanner/scanner_nearmiss1.wav" "wave" "npc/scanner/scanner_nearmiss2.wav" } } // when scanner 'eye' wings open "NPC_SScanner.OpenEye" { "channel" "CHAN_STATIC" "volume" "0.3" "pitch" "80,90" "soundlevel" "SNDLVL_75dB" "wave" "npc/scanner/scanner_open3.wav" } // when scanner light illuminates player "NPC_SScanner.Illuminate" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "70,80" "soundlevel" "SNDLVL_80dB" "wave" "npc/scanner/combat_scan2.wav" } "NPC_SScanner.FlyLoop" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_90db" "volume" "0.5" "pitch" "120" "wave" "npc/scanner/combat_scan_loop6.wav" } // Dropping a mine. "NPC_SScanner.DeployMine" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "100" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/scanner_siren1.wav" } // ****************************** // NOT USED: "NPC_CScanner.Attention" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/scanner_scan3.wav" } // NOT USED: "NPC_CScanner.Scan" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/scanner_scan3.wav" } // NOT USED: "NPC_CScanner.Proceed" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/scanner_scan3.wav" } // NOT USED: "NPC_CScanner.Curious" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/scanner_scan3.wav" } //***************************************************** // Combine Sniper sounds "NPC_Sniper.Idle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/sniper/sn_radialscannovisual.wav" "wave" "npc/sniper/sn_negativevisualonradial.wav" "wave" "npc/sniper/sn_motionnegativeonradial.wav" } } "NPC_Sniper.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/sniper/sn_scalpel1goingsharp.wav" "wave" "npc/sniper/sn_scalpel1engaging.wav" "wave" "npc/sniper/sn_scalpel1activated.wav" } } "NPC_Sniper.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/combine_soldier/die2.wav" } } "NPC_Sniper.TargetHidden" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/sniper/sn_targetpinned.wav" "wave" "npc/sniper/sn_scalpel1notarget.wav" "wave" "npc/sniper/sn_holdingforeclipse.wav" "wave" "npc/sniper/sn_scalpel1haspin.wav" } } "NPC_Sniper.CoverDestroyed" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/sniper/sn_coverremoved.wav" "wave" "npc/sniper/sn_targetdisplacing.wav" "wave" "npc/sniper/sn_blockeliminated.wav" "wave" "npc/sniper/sn_blockdown.wav" } } "NPC_Sniper.TargetDestroyed" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/sniper/sn_blockdown.wav" } } "NPC_Sniper.HearDanger" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "*npc/metropolice/vo/****.wav" "wave" "*npc/metropolice/vo/lookout.wav" "wave" "*npc/metropolice/vo/watchit.wav" } } "NPC_Sniper.FireBullet" { "channel" "CHAN_STATIC" "volume" "0.95" "pitch" "97,104" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "^npc/sniper/echo1.wav" } } "NPC_Sniper.Reload" { "channel" "CHAN_WEAPON" "volume" "0.74" "pitch" "100" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/sniper/reload1.wav" } } "NPC_Sniper.SonicBoom" { "channel" "CHAN_WEAPON" "volume" "0.65" "pitch" "95,106" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/sniper/sniper1.wav" } }//***************************************************** // Combine Solider sounds "NPC_Combine.SentenceParameters" { "channel" "CHAN_VOICE" "volume" "0.80" "pitch" "95,103" "soundlevel" "SNDLVL_90dB" "wave" "common/null.wav" } "NPC_Combine.WeaponBash" { "channel" "CHAN_WEAPON" "volume" "0.800" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "physics/body/body_medium_impact_hard6.wav" } "NPC_Combine.GrenadeLaunch" { "channel" "CHAN_WEAPON" "volume" "0.800" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/grenade_launcher1.wav" } "NPC_CombineS.FootstepLeft" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/tile1.wav" "wave" "player/footsteps/tile2.wav" } } "NPC_CombineS.FootstepRight" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/tile3.wav" "wave" "player/footsteps/tile4.wav" } } "NPC_CombineS.RunFootstepLeft" { "channel" "CHAN_BODY" "volume" "0.75" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { //"wave" "player/footsteps/tile1.wav" //"wave" "player/footsteps/tile2.wav" "wave" "npc/combine_soldier/gear1.wav" "wave" "npc/combine_soldier/gear3.wav" "wave" "npc/combine_soldier/gear5.wav" } } "NPC_CombineS.RunFootstepRight" { "channel" "CHAN_BODY" "volume" "0.75" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { //"wave" "player/footsteps/tile3.wav" //"wave" "player/footsteps/tile4.wav" "wave" "npc/combine_soldier/gear2.wav" "wave" "npc/combine_soldier/gear4.wav" "wave" "npc/combine_soldier/gear6.wav" } } "NPC_CombineS.ElectrocuteScream" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_90DB" "rndwave" { "wave" "npc/combine_soldier/die1.wav" "wave" "npc/combine_soldier/die2.wav" "wave" "npc/combine_soldier/die3.wav" } } "NPC_CombineS.DissolveScream" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "95, 105" "soundlevel" "SNDLVL_90DB" "rndwave" { "wave" "npc/combine_soldier/die1.wav" "wave" "npc/combine_soldier/die2.wav" "wave" "npc/combine_soldier/die3.wav" } }"NPC_Stalker.BurnFlesh" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/stalker/laser_flesh.wav" } "NPC_Stalker.BurnWall" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/stalker/laser_burn.wav" } "NPC_Stalker.FootstepLeft" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/stalker/stalker_footstep_left1.wav" "wave" "npc/stalker/stalker_footstep_left2.wav" } } "NPC_Stalker.FootstepRight" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/stalker/stalker_footstep_right1.wav" "wave" "npc/stalker/stalker_footstep_right2.wav" } } "NPC_Stalker.Hit" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "50, 150" "soundlevel" "SNDLVL_NORM" "wave" "npc/vort/foot_hit.wav" } "NPC_Stalker.AmbientLaserStart" { "channel" "CHAN_AUTO" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/stalker/laser_start.wav" } "NPC_Strider.Alert" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/strider/striderx_alert2.wav" "wave" "npc/strider/striderx_alert4.wav" "wave" "npc/strider/striderx_alert5.wav" "wave" "npc/strider/striderx_alert6.wav" } } "NPC_Strider.Pain" { "channel" "CHAN_VOICE" "volume" "0.65" "soundlevel" "SNDLVL_140dB" "pitch" "100,115" "rndwave" { "wave" "npc/strider/striderx_pain2.wav" "wave" "npc/strider/striderx_pain5.wav" "wave" "npc/strider/striderx_pain7.wav" "wave" "npc/strider/striderx_pain8.wav" } } "NPC_Strider.Idle" { "channel" "CHAN_VOICE" "volume" "0.4" "soundlevel" "SNDLVL_120dB" "pitch" "100,110" "rndwave" { "wave" "npc/strider/striderx_idle1.wav" "wave" "npc/strider/striderx_idle2.wav" "wave" "npc/strider/striderx_idle3.wav" "wave" "npc/strider/striderx_idle4.wav" "wave" "npc/strider/striderx_idle7.wav" "wave" "npc/strider/striderx_idle8.wav" } } "NPC_Strider.Death" { "channel" "CHAN_VOICE" "volume" "0.9" "pitch" "80,120" "soundlevel" "SNDLVL_140dB" "wave" "npc/strider/striderx_die1.wav" } "NPC_Strider.Charge" { "channel" "CHAN_ITEM" "volume" "1" "soundlevel" "SNDLVL_120dB" "rndwave" { "wave" "npc/strider/charging.wav" } } "NPC_Strider.Shoot" { "channel" "CHAN_WEAPON" "volume" "1" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "npc/strider/fire.wav" } } // mini gun is directional - different sound for pointing at player vs away "NPC_Strider.FireMinigun" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "98,103" "rndwave" { "wave" "<npc/strider/strider_minigun.wav" "wave" "<npc/strider/strider_minigun2.wav" } } "NPC_Strider.Whoosh" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_85dB" "pitch" "95, 105" "rndwave" { "wave" "npc/strider/strider_legstretch1.wav" "wave" "npc/strider/strider_legstretch2.wav" "wave" "npc/strider/strider_legstretch3.wav" } } // was 0.8, 100dB "NPC_Strider.Footstep" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "pitch" "100" "rndwave" { "wave" "^npc/strider/strider_step1.wav" "wave" "^npc/strider/strider_step2.wav" "wave" "^npc/strider/strider_step3.wav" "wave" "^npc/strider/strider_step4.wav" "wave" "^npc/strider/strider_step5.wav" "wave" "^npc/strider/strider_step6.wav" } } "NPC_Strider.Creak" { "channel" "CHAN_ITEM" "volume" "1" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/strider/creak1.wav" "wave" "npc/strider/creak2.wav" "wave" "npc/strider/creak3.wav" "wave" "npc/strider/creak4.wav" } } "NPC_Strider.Skewer" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_100dB" "pitch" "98, 102" "wave" "npc/strider/strider_skewer1.wav" } "NPC_Strider.RagdollDetach" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_85dB" "pitch" "95, 105" "rndwave" { "wave" "npc/strider/strider_legstretch1.wav" "wave" "npc/strider/strider_legstretch2.wav" "wave" "npc/strider/strider_legstretch3.wav" } } "NPC_Strider.OpenHatch" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_85dB" "pitch" "95, 105" "rndwave" { "wave" "npc/strider/fire.wav" } } // STEVE: new sounds... // play this 2.12 second sound when strider is dead and ragdoll is falling "NPC_Strider.DieFalling" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_85dB" "pitch" "95, 105" "wave" "npc/strider/strider_fall4.wav" } // play this sound when falling dead strider hits the ground. It will // automatically stop the DieFalling sound. "NPC_Strider.HitGround" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "100" "wave" "npc/strider/strider_explode_bodyfall1.wav" } // play this sound when skewer hits a body "NPC_Strider.SkewerHitBody" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_100dB" "pitch" "98, 102" "wave" "npc/strider/strider_skewer_hit1.wav" } // play this when strider has skewered something "NPC_Strider.SkewerTalk" { "channel" "CHAN_VOICE" "volume" "0.5" "soundlevel" "SNDLVL_100dB" "pitch" "98, 102" "wave" "npc/strider/striderx_skewer_talk1.wav" } "NPC_CeilingTurret.Retire" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/retract.wav" } "NPC_CeilingTurret.Deploy" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/deploy.wav" } "NPC_CeilingTurret.Move" { "channel" "CHAN_ITEM" "volume" "0.100" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_wall/turret_loop1.wav" } "NPC_CeilingTurret.Active" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/active.wav" } "NPC_CeilingTurret.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/alert.wav" } "NPC_CeilingTurret.Shoot" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^npc/turret_floor/shoot1.wav" } "NPC_CeilingTurret.Ping" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/ping.wav" } "NPC_CeilingTurret.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/turret_floor/die.wav" } "NPC_FloorTurret.Retire" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/retract.wav" } "NPC_FloorTurret.Deploy" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/deploy.wav" } "NPC_FloorTurret.Move" { "channel" "CHAN_ITEM" "volume" "0.100" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_wall/turret_loop1.wav" } "NPC_FloorTurret.Activate" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/turret_floor/active.wav" } "NPC_FloorTurret.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "wave" "npc/turret_floor/alert.wav" } "NPC_FloorTurret.Shoot" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^npc/turret_floor/shoot1.wav" } "NPC_FloorTurret.ShotSounds" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "rndwave" { "wave" "^npc/turret_floor/shoot1.wav" "wave" "^npc/turret_floor/shoot2.wav" "wave" "^npc/turret_floor/shoot3.wav" } } "NPC_FloorTurret.Die" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/die.wav" } "NPC_FloorTurret.Retract" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/retract.wav" } "NPC_FloorTurret.Alarm" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "wave" "npc/turret_floor/alarm.wav" } "NPC_FloorTurret.Ping" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/turret_floor/ping.wav" } "NPC_GroundTurret.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/die.wav" } // OBSOLETE? "NPC_Turret.Ping" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/turret_floor/ping.wav" } "NPC_Turret.Deploy" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/deploy.wav" } "NPC_Turret.Retire" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/deploy.wav" } "NPC_Turret.Alert" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "wave" "npc/turret_floor/alarm.wav" } "NPC_Turret.Die" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/die.wav" } "CeilingTurret.Shoot" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^weapons/smg1/smg1_fire1.wav" } "MiniTurret.Shoot" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^npc/turret_floor/shoot1.wav" } "Sentry.Shoot" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^npc/turret_floor/shoot1.wav" } "Sentry.Die" { "channel" "CHAN_VOICE" "volume" "0.750" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/die.wav" }"NPC_BaseZombie.PoundDoor" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie/zombie_pound_door.wav" } "NPC_BaseZombie.Swat" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie/zombie_hit.wav" } "Zombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/zombie/foot1.wav" "wave" "npc/zombie/foot2.wav" "wave" "npc/zombie/foot3.wav" } } "Zombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/zombie/foot1.wav" "wave" "npc/zombie/foot2.wav" "wave" "npc/zombie/foot3.wav" } } "Zombie.ScuffRight" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/zombie/foot_slide1.wav" "wave" "npc/zombie/foot_slide2.wav" "wave" "npc/zombie/foot_slide3.wav" } } "Zombie.ScuffLeft" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/zombie/foot_slide1.wav" "wave" "npc/zombie/foot_slide2.wav" "wave" "npc/zombie/foot_slide3.wav" } } "Zombie.AttackHit" { "channel" "CHAN_WEAPON" "volume" "0.95" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/claw_strike1.wav" "wave" "npc/zombie/claw_strike2.wav" "wave" "npc/zombie/claw_strike3.wav" } } "Zombie.AttackMiss" { "channel" "CHAN_WEAPON" "volume" "0.95" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/claw_miss1.wav" "wave" "npc/zombie/claw_miss2.wav" } } "Zombie.Pain" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "95, 104" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/zombie_pain1.wav" "wave" "npc/zombie/zombie_pain2.wav" "wave" "npc/zombie/zombie_pain3.wav" "wave" "npc/zombie/zombie_pain4.wav" "wave" "npc/zombie/zombie_pain5.wav" "wave" "npc/zombie/zombie_pain6.wav" } } "Zombie.Alert" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "95, 104" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/zombie_alert1.wav" "wave" "npc/zombie/zombie_alert2.wav" "wave" "npc/zombie/zombie_alert3.wav" } } "Zombie.Idle" { "channel" "CHAN_VOICE" "volume" "0.75" "pitch" "92, 105" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/zombie/zombie_voice_idle1.wav" "wave" "npc/zombie/zombie_voice_idle2.wav" "wave" "npc/zombie/zombie_voice_idle3.wav" "wave" "npc/zombie/zombie_voice_idle4.wav" "wave" "npc/zombie/zombie_voice_idle5.wav" "wave" "npc/zombie/zombie_voice_idle6.wav" "wave" "npc/zombie/zombie_voice_idle7.wav" "wave" "npc/zombie/zombie_voice_idle8.wav" "wave" "npc/zombie/zombie_voice_idle9.wav" "wave" "npc/zombie/zombie_voice_idle10.wav" "wave" "npc/zombie/zombie_voice_idle11.wav" "wave" "npc/zombie/zombie_voice_idle12.wav" "wave" "npc/zombie/zombie_voice_idle13.wav" "wave" "npc/zombie/zombie_voice_idle14.wav" } } "Zombie.Die" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/zombie_die1.wav" "wave" "npc/zombie/zombie_die2.wav" "wave" "npc/zombie/zombie_die3.wav" } } "Zombie.Attack" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie/zo_attack1.wav" "wave" "npc/zombie/zo_attack2.wav" } } "NPC_BaseZombie.Moan1" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie/moan_loop1.wav" } "NPC_BaseZombie.Moan2" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie/moan_loop2.wav" } "NPC_BaseZombie.Moan3" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie/moan_loop3.wav" } "NPC_BaseZombie.Moan4" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie/moan_loop4.wav" } "labs_mp" { "playlooping" { "volume" ".12" "pitch" "100" "wave" "ambient/machines/lab_loop1.wav" } "playlooping" { "volume" ".4" "pitch" "100" "wave" "ambient/machines/combine_shield_loop3.wav" "position" "0" // tele snd } "playlooping" { "volume" ".3" "pitch" "100" "wave" "ambient/atmosphere/noise2.wav" "position" "0" // tele snd } "playrandom" { "time" "8, 15" "volume" "0.3,0.5" "pitch" "100" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/headcrab/alert1.wav" "wave" "npc/headcrab/idle1.wav" "wave" "npc/headcrab/idle2.wav" "wave" "npc/headcrab/idle3.wav" } "position" "1" // lamarr } } "under_boiler" { "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playlooping" { "volume" "0.07" "pitch" "100" "wave" "ambient/atmosphere/underground.wav" } "playlooping" { "volume" "0.06" "pitch" "100" "wave" "ambient/machines/thumper_amb.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "1" // Steam pipe } } "under_tunnels" { "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "0" // Steam pipe } } "under_basement1" { "playlooping" { "volume" "0.07" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/wind/wasteland_wind.wav" } "playlooping" { "volume" "0.1" "pitch" "90" "wave" "ambient/atmosphere/quiet_cellblock_amb.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "0" // Steam pipe } } "combine_tunnel" { "dsp" "1" "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/levels/citadel/citadel_drone_loop6.wav" } "playrandom" { "time" "8, 30" "volume" "0.05,0.1" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/citadel/strange_talk1.wav" "wave" "ambient/levels/citadel/strange_talk3.wav" "wave" "ambient/levels/citadel/strange_talk4.wav" "wave" "ambient/levels/citadel/strange_talk5.wav" "wave" "ambient/levels/citadel/strange_talk6.wav" "wave" "ambient/levels/citadel/strange_talk7.wav" "wave" "ambient/levels/citadel/strange_talk8.wav" "wave" "ambient/levels/citadel/strange_talk9.wav" "wave" "ambient/levels/citadel/strange_talk10.wav" "wave" "ambient/levels/citadel/strange_talk11.wav" } } "playrandom" { "time" "20, 35" "volume" "0.08,0.15" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "0" "rndwave" { "wave" "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav" "wave" "npc/combine_soldier/vo/teamdeployedandscanning.wav" "wave" "npc/combine_soldier/vo/unitismovingin.wav" "wave" "npc/combine_soldier/vo/sweepingin.wav" "wave" "npc/combine_soldier/vo/targetcompromisedmovein.wav" "wave" "npc/combine_soldier/vo/stabilizationteamhassector.wav" "wave" "npc/combine_soldier/vo/overwatchrequestreinforcement.wav" "wave" "npc/combine_soldier/vo/overwatchtarget1sterilized.wav" } } "playrandom" { "time" "45, 120" "volume" "0.01,0.1" "pitch" "90,115" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "*ambient/levels/citadel/citadel_ambient_voices1.wav" } } "playlooping" { "volume" "0.08" "pitch" "100" "wave" "ambient/atmosphere/underground.wav" } "playlooping" { "volume" "0.25" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } } soundscaples_manifest { "file" "scripts/soundscapes.txt" // List additional soundscape files here "file" "scripts/soundscapes_canals.txt" "file" "scripts/soundscapes_klab.txt" "file" "scripts/soundscapes_elab.txt" "file" "scripts/soundscapes_streetwar.txt" "file" "scripts/soundscapes_citadel.txt" "file" "scripts/soundscapes_town.txt" "file" "scripts/soundscapes_coast.txt" "file" "scripts/soundscapes_prison.txt" "file" "scripts/soundscapes_trainyard.txt" "file" "scripts/soundscapes_labs.txt" "file" "scripts/soundscapes_strike.txt" } // bank, siren (gamesounds - apc_alarm_loop1.wav) // courtyard, drawbridge motor start, stop (gamesounds) // courtyard, drawbridge stop clank // specific fire, rubble, siren sounds //////////////////////////////// Utility soundscapes //////////////////////// "overwatch_mp" { "playrandom" { "time" "45,90" "volume" "0.1,0.5" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_trainstation_inform_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_localunrest_spkr.wav" } } } "streetwar.util_combine_atmosphere" { "playrandom" { "time" "2.0,2.0" "volume" "0.15,0.25" "pitch" "80,125" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/atmosphere/cave_hit1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit3.wav" "wave" "ambient/atmosphere/cave_hit4.wav" "wave" "ambient/atmosphere/cave_hit5.wav" "wave" "ambient/atmosphere/cave_hit6.wav" "wave" "ambient/atmosphere/city_skybeam1.wav" "wave" "ambient/atmosphere/city_skypass1.wav" "wave" "ambient/atmosphere/city_truckpass1.wav" } } } "streetwar.util_rubble" { "playrandom" { "time" "3,15" "volume" "0.2,0.5" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/streetwar/building_rubble1.wav" "wave" "ambient/levels/streetwar/building_rubble2.wav" "wave" "ambient/levels/streetwar/building_rubble3.wav" "wave" "ambient/levels/streetwar/building_rubble4.wav" "wave" "ambient/levels/streetwar/building_rubble5.wav" "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/creak5.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/rustypipes3.wav" } } } "streetwar.util_sirens" { "playrandom" { "time" "5,15" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } } "streetwar.util_light_sirens" { "playrandom" { "time" "15,60" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } } "streetwar.util_zombie_infested" { "playrandom" { "time" "3,15" "volume" "0.4,0.7" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/creatures/flies1.wav" "wave" "ambient/creatures/flies2.wav" "wave" "ambient/creatures/flies3.wav" "wave" "ambient/creatures/flies4.wav" "wave" "ambient/creatures/flies5.wav" } } "playrandom" { "time" "20,40" "volume" "0.2,0.4" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/creatures/rats1.wav" "wave" "ambient/creatures/rats2.wav" "wave" "ambient/creatures/rats3.wav" "wave" "ambient/creatures/rats4.wav" } } "playrandom" { "time" "15, 60" "volume" "0.1,0.3" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/creatures/town_moan1.wav" //"wave" "ambient/creatures/town_zombie_call1.wav" "wave" "ambient/creatures/town_scared_breathing1.wav" } } } "streetwar.util_light_combat_atmosphere" { "playrandom" { "time" "10,40" "volume" "0.15,0.45" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playrandom" { "time" "60,300" "volume" "0.15,0.2" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_chant1.wav" "wave" "ambient/levels/streetwar/city_riot1.wav" "wave" "ambient/levels/streetwar/city_riot2.wav" "wave" "ambient/levels/streetwar/city_scream3.wav" } } "playsoundscape" { "name" "streetwar.util_light_sirens" "volume" "0.8" } } "streetwar.util_heavy_combat_atmosphere" { "playrandom" { "time" "3,15" "volume" "0.35,0.75" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playrandom" { "time" "60,300" "volume" "0.1,0.25" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_chant1.wav" "wave" "ambient/levels/streetwar/city_riot1.wav" "wave" "ambient/levels/streetwar/city_riot2.wav" "wave" "ambient/levels/streetwar/city_scream3.wav" } } "playsoundscape" { "name" "streetwar.util_sirens" "volume" "0.8" } } // distant explosions, heard from underground "streetwar.util_muffled_light_combat" { "playrandom" { "time" "3,30" "volume" "0.12,0.25" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" } } } "streetwar.util_light_combat" { "playrandom" { "time" "2,35" "volume" "0.2,0.35" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" } } "playrandom" { "time" "5,30" "volume" "0.2,0.45" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" "wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "streetwar.util_medium_combat" { "playrandom" { "time" "1,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } "playrandom" { "time" "3,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "streetwar.util_heavy_combat" { "playrandom" { "time" "1,4" "volume" "0.45,0.95" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/streetwar/city_battle11.wav" } } "playrandom" { "time" "1,4" "volume" "0.3,0.8" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } } "streetwar.util_drips" { "playrandom" { "volume" "0.1,0.3" "pitch" "100" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/drip1.wav" "wave" "ambient/levels/canals/drip2.wav" "wave" "ambient/levels/canals/drip3.wav" "wave" "ambient/levels/canals/drip4.wav" "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/water/rain_drip4.wav" } } } "streetwar.util_fardrips" { "playrandom" { "volume" "0.1,0.3" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/water/distant_drip1.wav" "wave" "ambient/water/distant_drip2.wav" "wave" "ambient/water/distant_drip3.wav" "wave" "ambient/water/distant_drip4.wav" } } } ///////////////////////// Streetwar soundscapes start here /////////////////////////////////////// "streetwar.zombie_water_room" { "dsp" "1" "playlooping" { "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "volume" "0.2" } "playsoundscape" { "name" "streetwar.util_drips" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_fardrips" "volume" "1.0" } "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/corridor2.wav" } "playsoundscape" { "name" "streetwar.util_zombie_infested" "volume" "1.0" } } // large underground tunnels "streetwar.car_tunnel" { "dsp" "1" "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playrandom" { "time" "10,30" "volume" "0.05,0.15" "pitch" "95,105" "rndwave" { "wave" "ambient/machines/truck_pass_distant1.wav" "wave" "ambient/machines/truck_pass_distant2.wav" "wave" "ambient/machines/truck_pass_distant3.wav" "wave" "ambient/machines/truck_pass_overhead1.wav" } } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } // underground, away from combat, small tunnel "streetwar.general_small_tunnel" { "playlooping" { "volume" "0.15" "pitch" "100" //"wave" "ambient/atmosphere/air_suck4.wav" //"wave" "ambient/atmosphere/ambience5.wav" "wave" "ambient/atmosphere/pipe1.wav" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } // this portion of tunnel is open to sky "streetwar.car_tunnel_opensky" { "playsoundscape" { "name" "streetwar.car_tunnel" "volume" "1.0" } "playlooping" { "volume" "0.23" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "1.0" } } "streetwar.toxic_car_tunnel" { "playsoundscape" { "name" "streetwar.car_tunnel" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "volume" "1.0" } "playsoundscape" { "name" "coast.util_metalstress" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } "streetwar.infested_appartments" { "playsoundscape" { "name" "streetwar.util_zombie_infested" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playlooping" { "volume" "0.08" "wave" "ambient/atmosphere/city_tone.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.3" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "0.5" } } "streetwar.general_indoor_light_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.2" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat" "volume" "0.5" } } "streetwar.general_indoor_medium_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_rubble" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.2" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "0.5" } "playsoundscape" { "name" "overwatch_mp" "volume" "1.0" } } "streetwar.general_indoor_heavy_combat" { "dsp" "1" // inside "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playlooping" { "volume" "0.05" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_heavy_combat_atmosphere" "volume" "0.25" } "playsoundscape" { "name" "streetwar.util_heavy_combat" "volume" "0.4" } } "streetwar.general_outdoor_light_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.8" } "playlooping" { "volume" "0.07" "wave" "ambient/atmosphere/city_tone.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat" "volume" "1.0" } } "streetwar.general_outdoor_medium_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.8" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } "playsoundscape" { "name" "overwatch_mp" "volume" "1.0" } } "streetwar.general_outdoor_heavy_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_heavy_combat_atmosphere" "volume" "0.85" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_heavy_combat" "volume" "1.0" } } "streetwar.destroyed_concrete_building" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_outdoor_medium_combat" "volume" "1.0" } "playlooping" { "volume" "0.09" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playrandom" { "volume" "0.13,0.23" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "streetwar.rooftop_heavy_combat" { "dsp" "1" "playrandom" { "volume" "0.4,0.6" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playlooping" { "volume" "0.15" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.general_outdoor_heavy_combat" "volume" "0.88" } } // small control room - position 0,1 is combine terminal "streetwar.control_room" { "dsp" "1" "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.3" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "1" } } // control room "streetwar.bank_control_room" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.3" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.5" } } // puzzle machine room - anywhere with large combine machines "streetwar.bank_machine_room" { "dsp" "1" "playlooping" { "volume" "0.5" "wave" "ambient/atmosphere/drone4lp.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.8" } "playsoundscape" { "name" "combine.computer" "volume" "0.2" } "playrandom" { "time" "4, 4" "volume" "0.3" "rndwave" { "wave" "ambient/atmosphere/metallic1.wav" "wave" "ambient/atmosphere/metallic2.wav" } "pitch" "100" } } // general area inside bank "streetwar.bank_general" { "dsp" "1" "playlooping" { "volume" "0.09" "wave" "ambient/atmosphere/Drone1LP.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.75" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.62" } } // ******************************************************************************* // ***************** E3_C17_01 ***************** "e3_c17_01_battle" { "dsp" "1" // sound position 0 - fire01 "playlooping" { "volume" "1.0" "wave" "ambient/fire/fire_med_loop1.wav" "pitch" "100" "soundlevel" "SNDLVL_90db" "position" "0" } // sound position 1 - barricade_gate "playlooping" { "volume" "0.8" "wave" "ambient/atmosphere/noise2.wav" "pitch" "100" "soundlevel" "SNDLVL_95db" "position" "1" } // siren at position 2 "playlooping" { "volume" "0.85" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "2" } // sound position 3 - soundscape_target_gunfire "playrandom" { "time" "1,4" "volume" "0.4,0.8" "pitch" "95,105" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/streetwar/city_battle11.wav" } } } // ************ d3_c17_02 (Dog's Destruction) ********************* // **************************************************************** "c17_02_street_lower_1" { "dsp" "19" // city siren "playlooping" { "volume" "0.03" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } // wind "playrandom" { "time" "2, 7" "volume" "0.03, 0.1" "pitch" "95,105" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_med2.wav" } } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } // thundering wall noise "playlooping" { "volume" "0.5" "pitch" "100" "position" "0" "wave" "ambient/machines/wall_ambient1.wav" } } "c17_02_street_upper_1" { "dsp" "1" // city siren "playlooping" { "volume" "0.05" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } } "c17_02_street_upper_2" { "dsp" "1" // city siren "playlooping" { "volume" "0.1" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } // thundering wall noise "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_100db" "position" "0" "wave" "ambient/machines/wall_ambient1.wav" } } "c17_02_inside_apartments_1" { "dsp" "1" // inside "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/Drone2LP.wav" "pitch" "100" } "playrandom" { "time" "1.0, 5.0" "volume" "0.04,0.2" "pitch" "80,120" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/materials/rock2.wav" "wave" "ambient/materials/rock5.wav" "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/creak5.wav" "wave" "ambient/atmosphere/cave_hit1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit3.wav" } } // thundering wall noise "playlooping" { "volume" "0.2" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "0" "wave" "ambient/machines/wall_ambient_loop1.wav" } "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" "wave" "ambient/machines/wall_loop1.wav" } } "streetwar.underground_manhack_tunnel" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "110" "soundlevel" "0" } "playsoundscape" { "name" "streetwar.util_drips" "volume" "1.0" } // steam sound at position 0 "playlooping" { "volume" "0.3" "wave" "ambient/gas/steam_loop1.wav" "pitch" "120" "soundlevel" "SNDLVL_80db" "position" "0" } } "streetwar.vertical_warehouse_arena" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" "soundlevel" "0" } "playrandom" { "volume" "0.1,0.2" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } }"strike_ware" { "dsp" "1" // The ambient sounds of the warehouse "playlooping" { "volume" "0.1" "pitch" "100" "soundlevel" "SNDLVL_90dB" "wave" "ambient/atmosphere/ambience_base.wav" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/indoor2.wav" "pitch" "100" } } "strike_outside" { "playlooping" { "volume" "0.25" "wave" "ambient/wind/wind1.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "0.7" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.25" } }//============================================================================================================ // Citizen criteria //============================================================================================================ criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required criterion "EnemyIsSniper" "enemy" "npc_sniper" required criterion "HurtByFire" "hurt_by_fire" "1" required criterion "AlyxCitizenHelloOkay" "AlyxCitizenHelloOkay" "1" required //============================================================================================================ // Citizen Hello speech //============================================================================================================ response "CitizenHello" { scene "scenes/npc/$gender01/hi01.vcd" scene "scenes/npc/$gender01/hi02.vcd" } rule CitizenHello { criteria IsCitizen ConceptTalkHelloMP response CitizenHello } //============================================================================================================ // Citizen Help! PROMETHEUS //============================================================================================================ response "CitizenHelp" { scene "scenes/npc/citizen/help01.vcd" respeakdelay 4 } rule CitizenHelp { criteria IsCitizen ConceptTalkHelpMP response CitizenHelp } //============================================================================================================ // Citizen Idle speech //============================================================================================================ response "CitizenTalkStare" { scene "scenes/npc/$gender01/doingsomething.vcd" scene "scenes/npc/$gender01/getgoingsoon.vcd" scene "scenes/npc/$gender01/waitingsomebody.vcd" } rule CitizenTalkStare { criteria IsCitizen ConceptTalkStare NPCIdle NotInPanic response CitizenTalkStare } //------------------------------------------------------------------------------------------------------------ response "CitizenTalkPlayerPushed" { scene "scenes/npc/$gender01/sorryfm01.vcd" scene "scenes/npc/$gender01/sorryfm02.vcd" scene "scenes/npc/$gender01/sorrydoc01.vcd" scene "scenes/npc/$gender01/sorrydoc02.vcd" scene "scenes/npc/$gender01/sorrydoc04.vcd" scene "scenes/npc/$gender01/excuseme01.vcd" scene "scenes/npc/$gender01/excuseme02.vcd" scene "scenes/npc/$gender01/pardonme01.vcd" scene "scenes/npc/$gender01/pardonme02.vcd" scene "scenes/npc/$gender01/sorry01.vcd" scene "scenes/npc/$gender01/sorry02.vcd" scene "scenes/npc/$gender01/sorry03.vcd" scene "scenes/npc/$gender01/outofyourway01.vcd" scene "scenes/npc/$gender01/outofyourway02.vcd" scene "scenes/npc/$gender01/whoops01.vcd" } rule CitizenTalkPlayerPushed { criteria IsCitizen ConceptTalkPlayerPushed NoRecentCombat response CitizenTalkPlayerPushed } //============================================================================================================ // Citizen Questions & Responses speech //============================================================================================================ //Q&A has been commented out for episodic content, since it pertains to world before Citadel destruction. Added a couple heydocs so that citizens will still acknowledge player if triggered. //commented out for ep2 fornow. //PROMETHEUS: the delays used to be 240 but for the voice commands I reduced them to 24 response "CitizenQuestion" { sequential scene "scenes/npc/$gender01/question01.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question02.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question03.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question04.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question05.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question06.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question07.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question08.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question09.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question10.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question11.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question12.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question13.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question14.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question15.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question16.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question17.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question18.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question19.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question20.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question21.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question22.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question23.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question25.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question26.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question27.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question28.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question29.vcd" respeakdelay 8 scene "scenes/npc/$gender01/question30.vcd" respeakdelay 8 } rule CitizenQuestion { criteria IsCitizen ConceptTalkQuestionMP response CitizenQuestion } //------------------------------------------------------------------------------------------------------------ response "CitizenAnswer" { scene "scenes/npc/$gender01/answer01.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer02.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer03.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer04.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer05.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer07.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer08.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer09.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer10.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer11.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer12.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer13.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer14.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer15.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer16.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer17.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer18.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer19.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer20.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer21.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer22.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer23.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer24.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer25.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer26.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer27.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer28.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer29.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer30.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer31.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer32.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer33.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer34.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer35.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer36.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer37.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer38.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer39.vcd" respeakdelay 8 scene "scenes/npc/$gender01/answer40.vcd" respeakdelay 8 } rule CitizenAnswer { criteria IsCitizen ConceptTalkAnswer response CitizenAnswer } //============================================================================================================ // Citizen Questions & Responses with Vortigaunts //============================================================================================================ response "CitizenQuestionVort" { scene "scenes/npc/$gender01/vquestion01.vcd" respeakdelay 1 scene "scenes/npc/$gender01/vquestion02.vcd" respeakdelay 1 scene "scenes/npc/$gender01/vquestion03.vcd" respeakdelay 1 scene "scenes/npc/$gender01/vquestion04.vcd" respeakdelay 1 scene "scenes/npc/$gender01/vquestion05.vcd" respeakdelay 1 scene "scenes/npc/$gender01/vquestion06.vcd" respeakdelay 1 scene "scenes/npc/$gender01/vquestion07.vcd" respeakdelay 1 } rule CitizenQuestionVort { criteria IsCitizen ConceptTalkQuestion NotInPanic response CitizenQuestionVort } //------------------------------------------------------------------------------------------------------------ response "CitizenAnswerVort" { scene "scenes/npc/$gender01/vanswer01.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer02.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer03.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer04.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer05.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer06.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer07.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer08.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer09.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer10.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer11.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer12.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer13.vcd" respeakdelay 2 scene "scenes/npc/$gender01/vanswer14.vcd" respeakdelay 2 } rule CitizenAnswerVort { criteria IsCitizen ConceptTalkAnswer PlayerAlive IsSpeechTargetAVort NotInPanic response CitizenAnswerVort } //----------------------------------------- response "CitizenHeal" { scene "scenes/npc/$gender01/health01.vcd" respeakdelay 1 scene "scenes/npc/$gender01/health02.vcd" respeakdelay 1 scene "scenes/npc/$gender01/health03.vcd" respeakdelay 1 scene "scenes/npc/$gender01/health04.vcd" respeakdelay 1 scene "scenes/npc/$gender01/health05.vcd" respeakdelay 1 } rule CitizenHeal { criteria IsCitizen ConceptTalkHeal response CitizenHeal respeakdelay 16 } //--------------------------- response "CitizenGiveAmmo" { scene "scenes/npc/$gender01/ammo01.vcd" respeakdelay 1 scene "scenes/npc/$gender01/ammo02.vcd" respeakdelay 1 scene "scenes/npc/$gender01/ammo03.vcd" respeakdelay 1 scene "scenes/npc/$gender01/ammo04.vcd" respeakdelay 1 scene "scenes/npc/$gender01/ammo05.vcd" respeakdelay 1 } rule CitizenGiveAmmo { criteria IsCitizen ConceptTalkGiveAmmo response CitizenGiveAmmo } //============================================================================================================ // Citizen Combat speech //============================================================================================================ response "CitizenDanger" { permitrepeats scene "scenes/npc/$gender01/watchout.vcd" weight 1 scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1 scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9 scene "scenes/npc/$gender01/startle01.vcd" weight 1.1 scene "scenes/npc/$gender01/startle02.vcd" weight 1.1 scene "scenes/npc/$gender01/getdown02.vcd" weight 1 } rule CitizenDanger { criteria IsCitizen ConceptTalkDanger response CitizenDanger } response CitizenDangerBig { permitrepeats scene "scenes/npc/$gender01/strider_run.vcd" scene "scenes/npc/$gender01/gethellout.vcd" response CitizenDanger weight 12 // 6 * 2 } rule CitizenDangerBig { criteria IsCitizen ConceptTalkDanger EnemyIsStrider response CitizenDangerBig } response "CitizenAntLionDanger" { scene "scenes/episode_1/npc/$gender01/cit_alert_antlions05.vcd" respeakdelay 120 scene "scenes/episode_1/npc/$gender01/cit_alert_antlions06.vcd" respeakdelay 120 scene "scenes/episode_1/npc/$gender01/cit_alert_antlions07.vcd" respeakdelay 120 scene "scenes/episode_1/npc/$gender01/cit_alert_antlions08.vcd" respeakdelay 120 scene "scenes/episode_1/npc/$gender01/cit_alert_antlions09.vcd" respeakdelay 120 scene "scenes/episode_1/npc/$gender01/cit_alert_antlions18.vcd" respeakdelay 120 } rule CitizenAntLionDanger { criteria IsCitizen ConceptTalkAttacking EnemyIsAntLion response CitizenAntLionDanger } response "CitizenMortarDanger" { permitrepeats scene "scenes/npc/$gender01/watchout.vcd" scene "scenes/npc/$gender01/headsup01.vcd" scene "scenes/npc/$gender01/getdown02.vcd" scene "scenes/npc/$gender01/headsup02.vcd" scene "scenes/npc/$gender01/incoming02.vcd" scene "scenes/npc/$gender01/takecover02.vcd" } rule CitizenMortarDanger { criteria IsCitizen ConceptTalkDanger EnemyIsMortar response CitizenMortarDanger } response "CitizenSniperDanger" { scene "scenes/npc/$gender01/uhoh.vcd" scene "scenes/npc/$gender01/startle01.vcd" scene "scenes/npc/$gender01/startle02.vcd" scene "scenes/npc/$gender01/getdown02.vcd" } rule CitizenSniperDanger { criteria IsCitizen ConceptTalkDanger EnemyIsSniper response CitizenSniperDanger } //============================================================================================================ // Citizen Reloads Weapon //============================================================================================================ response "CitizenHideAndReload" { permitrepeats scene "scenes/npc/$gender01/coverwhilereload01.vcd" respeakdelay 50 scene "scenes/npc/$gender01/coverwhilereload02.vcd" respeakdelay 50 scene "scenes/npc/$gender01/gottareload01.vcd" respeakdelay 50 } rule CitizenHideAndReload { criteria IsCitizen ConceptHideAndReload response CitizenHideAndReload } //------------------------------------------------------------------------------------------------------------ response "CitizenNewWeapon" { permitrepeats scene "scenes/npc/$gender01/nice.vcd" respeakdelay 60 scene "scenes/npc/$gender01/nice01.vcd" respeakdelay 60 scene "scenes/npc/$gender01/nice02.vcd" respeakdelay 60 scene "scenes/npc/$gender01/thislldonicely.vcd" respeakdelay 60 scene "scenes/npc/$gender01/yeah01.vcd" respeakdelay 60 scene "scenes/npc/$gender01/fantastic01.vcd" respeakdelay 60 scene "scenes/npc/$gender01/fantastic02.vcd" respeakdelay 60 scene "scenes/npc/$gender01/finally.vcd" respeakdelay 60 scene "scenes/npc/$gender01/oneforme.vcd" respeakdelay 60 scene "scenes/npc/$gender01/evenodds.vcd" respeakdelay 60 } rule CitizenNewWeapon { criteria IsCitizen ConceptNewWeapon response CitizenNewWeapon } //------------------------------------------------------------------------------------------------------------ response CitizenOuch { scene "scenes/npc/$gender01/ow01.vcd" respeakdelay 6 scene "scenes/npc/$gender01/ow02.vcd" respeakdelay 6 } //------------------------------------------------------------------------------------------------------------ response CitizenMortalWound { scene "scenes/npc/$gender01/imhurt01.vcd" scene "scenes/npc/$gender01/imhurt02.vcd" } rule CitizenMortalWound { criteria IsCitizen ConceptTalkMortal response CitizenMortalWound } //------------------------------------------------------------------------------------------------------------ rule CitizenWound { criteria IsCitizen ConceptTalkWound response CitizenOuch } //------------------------------------------------------------------------------------------------------------ response CitizenWoundFire { scene "scenes/npc/$gender01/ow01.vcd" scene "scenes/npc/$gender01/no01.vcd" scene "scenes/npc/$gender01/no02.vcd" } rule CitizenWoundFire { criteria IsCitizen ConceptTalkWound HurtByFire response CitizenWoundFire } //------------------------------------------------------------------------------------------------------------ response "CitizenShotArm" { permitrepeats scene "scenes/npc/$gender01/myarm01.vcd" scene "scenes/npc/$gender01/myarm02.vcd" response CitizenOuch weight 8 } rule CitizenShotArm { criteria IsCitizen ConceptShot ShotInArm response CitizenShotArm } response "CitizenShotLeg" { permitrepeats scene "scenes/npc/$gender01/myleg01.vcd" scene "scenes/npc/$gender01/myleg02.vcd" response CitizenOuch weight 8 } rule CitizenShotLeg { criteria IsCitizen ConceptShot ShotInLeg response CitizenShotLeg } response "CitizenShotGut" { permitrepeats scene "scenes/npc/$gender01/mygut01.vcd" scene "scenes/npc/$gender01/mygut02.vcd" scene "scenes/npc/$gender01/hitingut01.vcd" scene "scenes/npc/$gender01/hitingut02.vcd" response CitizenOuch weight 16 } rule CitizenShotGut { criteria IsCitizen ConceptShot ShotInGut response CitizenShotGut } //------------------------------------------------------------------------------------------------------------ response CitizenWatchOut { scene "scenes/npc/$gender01/lookoutfm01.vcd" scene "scenes/npc/$gender01/lookoutfm02.vcd" } rule CitizenWatchOut { criteria IsCitizen ConceptTalkWatchout response CitizenWatchout } response CitizenWatchOutUp { scene "scenes/npc/$gender01/upthere01.vcd" scene "scenes/npc/$gender01/upthere02.vcd" } rule CitizenWatchOutUp { criteria IsCitizen ConceptTalkWatchout "dangerloc" "above" required response CitizenWatchOutUp } response CitizenWatchOutBehind { scene "scenes/npc/$gender01/behindyou01.vcd" scene "scenes/npc/$gender01/behindyou02.vcd" } rule CitizenWatchOutBehind { criteria IsCitizen ConceptTalkWatchout "dangerloc" "behind" required response CitizenWatchOutBehind } response CitizenWatchOutFar { scene "scenes/npc/$gender01/overthere01.vcd" scene "scenes/npc/$gender01/overthere02.vcd" } rule CitizenWatchOutFar { criteria IsCitizen ConceptTalkWatchout "dangerloc" "far" required response CitizenWatchOutFar } //------------------------------------------------------------------------------------------------------------ response "CitizenEnemyDead" { permitrepeats scene "scenes/episode_1/npc/$gender01/cit_kill01.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill02.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill03.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill04.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill06.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill07.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill08.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill09.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill10.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill11.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill12.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill13.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill14.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill17.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill18.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill19.vcd" respeakdelay 60 scene "scenes/episode_1/npc/$gender01/cit_kill20.vcd" respeakdelay 60 scene "scenes/npc/$gender01/gotone01.vcd" respeakdelay 60 scene "scenes/npc/$gender01/gotone02.vcd" respeakdelay 60 scene "scenes/npc/$gender01/likethat.vcd" respeakdelay 60 } rule CitizenEnemyDead { criteria IsCitizen ConceptEnemyDead response CitizenEnemyDead } //------------------------------------------------------------------------------------------------------------ response "CitizenNoShoot" { scene "scenes/npc/$gender01/onyourside.vcd" scene "scenes/npc/$gender01/stopitfm.vcd" scene "scenes/npc/$gender01/watchwhat.vcd" } rule CitizenNoShoot { criteria IsCitizen ConceptTalkNoShoot response CitizenNoShoot } //------------------------------------------------------------------------------------------------------------ response "CitizenBetrayed" { scene "scenes/npc/$gender01/heretohelp01.vcd" scene "scenes/npc/$gender01/heretohelp02.vcd" scene "scenes/npc/$gender01/wetrustedyou01.vcd" scene "scenes/npc/$gender01/wetrustedyou02.vcd" scene "scenes/npc/$gender01/notthemanithought01.vcd" scene "scenes/npc/$gender01/notthemanithought02.vcd" } rule CitizenBetrayed { criteria IsCitizen ConceptTalkBetrayed response CitizenBetrayed } //------------------------------------------------------------------------------------------------------------ response CitizenCombineGroup { permitrepeats scene "scenes/npc/$gender01/combine01.vcd" scene "scenes/npc/$gender01/combine02.vcd" } response CitizenCombine { response CitizenCombineGroup respeakdelay 300 } rule CitizenStartCombatCombine { criteria IsCitizen ConceptStartCombat enemy npc_combine_s required response CitizenCombine } //------------------------------------------------------------------------------------------------------------ response CitizenHeadcrabGroup { scene "scenes/npc/$gender01/headcrabs01.vcd" scene "scenes/npc/$gender01/headcrabs02.vcd" } response CitizenHeadcrab { response CitizenHeadcrabGroup respeakdelay 300 } rule CitizenStartCombatHeadcrab { criteria IsCitizen ConceptStartCombat enemy npc_headcrab required response CitizenHeadcrab } rule CitizenStartCombatHeadcrabFast { criteria IsCitizen ConceptStartCombat enemy npc_headcrab_fast required response CitizenHeadcrab } rule CitizenStartCombatHeadcrabBlack { criteria IsCitizen ConceptStartCombat enemy npc_headcrab_black required response CitizenHeadcrab } //------------------------------------------------------------------------------------------------------------ response CitizenZombieGroup { permitrepeats scene "scenes/npc/$gender01/zombies01.vcd" scene "scenes/npc/$gender01/zombies02.vcd" } response CitizenZombie { response CitizenZombieGroup respeakdelay 300 } rule CitizenStartCombatZombie { criteria IsCitizen ConceptStartCombat enemy npc_zombie required response CitizenZombie } rule CitizenStartCombatZombieTorso { criteria IsCitizen ConceptStartCombat enemy npc_zombie_torso required response CitizenZombie } rule CitizenStartCombatZombieFast { criteria IsCitizen ConceptStartCombat enemy npc_fastzombie required response CitizenZombie } rule CitizenStartCombatZombiePoison { criteria IsCitizen ConceptStartCombat enemy npc_poisonzombie required response CitizenZombie } //------------------------------------------------------------------------------------------------------------ response CitizenScannersGroup { scene "scenes/npc/$gender01/scanners01.vcd" scene "scenes/npc/$gender01/scanners02.vcd" } response CitizenScanners { response CitizenScannersGroup respeakdelay 300 } rule CitizenStartCombatScanners { criteria IsCitizen ConceptStartCombat enemy npc_cscanner required response CitizenScanners } //------------------------------------------------------------------------------------------------------------ response CitizenStrider { scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300 } rule CitizenStartCombatStrider { criteria IsCitizen ConceptStartCombat enemy npc_strider required response CitizenStrider } //------------------------------------------------------------------------------------------------------------ response CitizenManhacksGroup { permitrepeats scene "scenes/npc/$gender01/itsamanhack01.vcd" scene "scenes/npc/$gender01/itsamanhack02.vcd" scene "scenes/npc/$gender01/herecomehacks01.vcd" scene "scenes/npc/$gender01/herecomehacks02.vcd" scene "scenes/npc/$gender01/thehacks01.vcd" scene "scenes/npc/$gender01/thehacks02.vcd" scene "scenes/npc/$gender01/hacks01.vcd" scene "scenes/npc/$gender01/hacks02.vcd" } response CitizenManhacks { response CitizenManhacksGroup respeakdelay 60 } rule CitizenStartCombatManhacks { criteria IsCitizen ConceptStartCombat enemy npc_manhack required response CitizenManhacks } //------------------------------------------------------------------------------------------------------------ response "CitizenMetroGroup" { permitrepeats scene "scenes/npc/$gender01/cps01.vcd" scene "scenes/npc/$gender01/cps02.vcd" scene "scenes/npc/$gender01/civilprotection01.vcd" scene "scenes/npc/$gender01/civilprotection02.vcd" } response CitizenMetro { response CitizenMetroGroup respeakdelay 60 } rule CitizenStartCombatMetro { criteria IsCitizen ConceptStartCombat enemy npc_metropolice required response CitizenMetro } //============================================================================================================ // Commander mode selection speech //============================================================================================================ response "CitizenSelected" { scene "scenes/npc/$gender01/ok01.vcd" scene "scenes/npc/$gender01/ok02.vcd" scene "scenes/npc/$gender01/okimready01.vcd" scene "scenes/npc/$gender01/okimready02.vcd" scene "scenes/npc/$gender01/okimready03.vcd" scene "scenes/npc/$gender01/readywhenyouare01.vcd" scene "scenes/npc/$gender01/readywhenyouare02.vcd" } rule CitizenSelected { criteria IsCitizen ConceptTalkSelected response CitizenSelected } //============================================================================================================ // Commander mode orders speech //============================================================================================================ response CitizenAffirmative { // scene "scenes/npc/$gender01/squad_affirm01.vcd" // scene "scenes/npc/$gender01/squad_affirm02.vcd" scene "scenes/npc/$gender01/squad_affirm03.vcd" scene "scenes/npc/$gender01/squad_affirm04.vcd" scene "scenes/npc/$gender01/squad_affirm05.vcd" scene "scenes/npc/$gender01/squad_affirm06.vcd" // scene "scenes/npc/$gender01/squad_affirm07.vcd" // scene "scenes/npc/$gender01/squad_affirm08.vcd" // scene "scenes/npc/$gender01/squad_affirm09.vcd" scene "scenes/npc/$gender01/letsgo01.vcd" scene "scenes/npc/$gender01/letsgo02.vcd" scene "scenes/npc/$gender01/yougotit02.vcd" } rule CitizenCommanded { criteria IsCitizen ConceptTalkCommanded response CitizenAffirmative } //============================================================================================================ // Commander mode follow speech //============================================================================================================ response CitizenFollowGeneral { scene "scenes/npc/$gender01/leadtheway01.vcd" scene "scenes/npc/$gender01/leadtheway02.vcd" scene "scenes/npc/$gender01/leadon01.vcd" scene "scenes/npc/$gender01/leadon02.vcd" scene "scenes/npc/$gender01/squad_follow01.vcd" scene "scenes/npc/$gender01/squad_follow02.vcd" scene "scenes/npc/$gender01/squad_follow03.vcd" scene "scenes/npc/$gender01/squad_follow04.vcd" } rule CitizenFollow { criteria IsCitizen ConceptTalkStartFollow response CitizenFollowGeneral } //------------------------------------------------------------------------------------------------------------ response "CitizenUnFollow" { scene "scenes/npc/$gender01/illstayhere01.vcd" scene "scenes/npc/$gender01/holddownspot01.vcd" scene "scenes/npc/$gender01/holddownspot02.vcd" scene "scenes/npc/$gender01/imstickinghere01.vcd" scene "scenes/npc/$gender01/littlecorner01.vcd" } rule CitizenUnFollow { criteria IsCitizen ConceptTalkStopFollow response CitizenUnFollow } //========================================================================================================= // Citizen Medic! PROMETHEUS //========================================================================================================= response "CitizenCallMedic" { permitrepeats scene "scenes/npc/citizen/hurt01.vcd" scene "scenes/npc/citizen/hurt02.vcd" scene "scenes/npc/citizen/help01.vcd" } rule CitizenCallMedic { criteria IsCitizen ConceptCallMedicMP response CitizenCallMedic } //========================================================================================================= // Citizen Grenade! PROMETHEUS //========================================================================================================= response "CitizenGrenade" { permitrepeats scene "scenes/npc/$gender01/watchout.vcd" scene "scenes/npc/$gender01/takecover02.vcd" } rule CitizenGrenadeRule { criteria IsCitizen ConceptGrenadeMP response CitizenGrenade } //========================================================================================================= // Citizen This way PROMETHEUS //========================================================================================================= response "CitizenThisWay" { permitrepeats scene "scenes/npc/$gender01/squad_follow02.vcd" scene "scenes/npc/$gender01/squad_follow03.vcd" scene "scenes/npc/$gender01/squad_away01.vcd" scene "scenes/npc/$gender01/squad_away02.vcd" scene "scenes/npc/$gender01/squad_away03.vcd" } rule CitizenThisWayRule { criteria IsCitizen ConceptThisWayMP response CitizenThisWay } // Base script enumeration "NPCState" { "None" "0" "Idle" "1" "Alert" "2" "Combat" "3" "Scripted" "4" "PlayDead" "5" "Dead" "6" } response "NullResponse" // Question / Answer concepts criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required criterion "ConceptTalkQuestionHello" "Concept" "TLK_HELLO_NPC" required criterion "ConceptTalkAnswerHello" "Concept" "TLK_ANSWER_HELLO" required // General concepts criterion "ConceptTalkLook" "Concept" "TLK_LOOK" required criterion "ConceptTalkStare" "Concept" "TLK_STARE" required criterion "NotUsedAlyxResponse" "UsedAlyxResponse" "!=1" "required" weight 0 criterion "NotUsedCitizenResponse" "UsedCitizenResponse" "!=1" "required" weight 0 criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required criterion "ConceptTalkUse" "Concept" "TLK_USE" required criterion "ConceptTalkStartFollow" "Concept" "TLK_STARTFOLLOW" required criterion "ConceptTalkStopFollow" "Concept" "TLK_STOPFOLLOW" required criterion "ConceptTalkStop" "Concept" "TLK_STOP" required criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required //if players health is <= (MaxHealth / 2) criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required //if players health is <= (MaxHealth / 4) criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required //if players health is <= (MaxHealth / 8) criterion "ConceptTalkPlayerHurt" "Concept" "TLK_PLHURT" required //if players health is < (MaxHealth) - Alyx speaks this one criterion "ConceptTalkPlayerPushed" "Concept" "TLK_PLPUSH" required // when the player pushes an npc criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required criterion "ConceptTalkDenyCommand" "Concept" "TLK_DENY_COMMAND" required criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required criterion "ConceptTalkGiveAmmo" "Concept" "TLK_GIVEAMMO" required criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required criterion "ConceptAlyxEnemyDead" "Concept" "TLK_ALYX_ENEMY_DEAD" required criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required criterion "ConceptTalkPlayerPhysAttack" "Concept" "TLK_PLYR_PHYSATK" required criterion "ConceptDissolveScream" "Concept" "TLK_DISSOLVESCREAM" required criterion "ConceptElectrocuteScream" "Concept" "TLK_ELECTROCUTESCREAM" required criterion "ConceptNewWeapon" "Concept" "TLK_NEWWEAPON" required criterion "ConceptShot" "Concept" "TLK_SHOT" required criterion "ConceptPlayerReload" "Concept" "TLK_PLRELOAD" required criterion "ConceptPlayerDead" "Concept" "TLK_PLDEAD" required criterion "ConceptHideAndReload" "Concept" "TLK_HIDEANDRELOAD" required criterion "ConceptStartCombat" "Concept" "TLK_STARTCOMBAT" required criterion "ContextActivityReload" "activity" "ACT_RELOAD" required criterion "ContextActivityRangeAttack" "activity" "ACT_RANGE_ATTACK1" required criterion "ContextActivityCower" "activity" "ACT_COWER" required criterion "ContextActivityRunAim" "activity" "ACT_RUN_AIM" required criterion "ContextActivityRun" "activity" "ACT_RUN" required criterion "ContextActivityDuckDodge" "activity" "ACT_DUCK_DODG" required criterion "ContextActivityIdle" "activity" "ACT_IDLE" required criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required criterion "ConceptJoinPlayer" "Concept" "TLK_JOINPLAYER" required criterion "ConceptTalkRestart" "Concept" "TLK_RESTART_MONOLOG" "required" criterion "ConceptEnemyBurning" "Concept" "TLK_ENEMY_BURNING" "required" criterion "ConceptManyEnemies" "Concept" "TLK_MANY_ENEMIES" "required" criterion "ConceptMobbed" "Concept" "TLK_MOBBED" "required" criterion "ConceptThanksMobbed" "Concept" "TLK_PLAYER_KILLED_MOB_NPC" "required" criterion "ConceptSomeEnemies" "num_enemies" ">2" "required" criterion "ConceptMoreThanOneEnemies" "num_enemies" ">1" "required" criterion "ConceptNoEnemies" "num_enemies" "=0" "required" criterion "ConceptOneorLessEnemy" "num_enemies" "<=1" "required" criterion "ConceptFewEnemies" "num_enemies" "<3" "required" criterion "ContextEnemies" "num_enemies" "!=0" "required" criterion "ContextSomeEnemies" "num_enemies" ">2" "required" criterion "ContextMoreThanOneEnemies" "num_enemies" ">1" "required" criterion "ContextNoEnemies" "num_enemies" "=0" "required" criterion "ContextOneorLessEnemy" "num_enemies" "<=1" "required" criterion "ContextFewEnemies" "num_enemies" "<3" "required" criterion "ContextKilledMob" "victim_was_mob" "1" "required" criterion "ContextPlayerKilledEnemy" "victim_was_enemy" "1" "required" criterion "ContextPlayerKilledAttacker" "victim_was_attacker" "1" "required" criterion "ContextPlayerPuntedGrenade" "punted_grenade" "1" "required" criterion "ConceptSpottedZombieWakeup" "Concept" "TLK_SPOTTED_ZOMBIE_WAKEUP" "required" criterion "ConceptPlayerHeadShot" "Concept" "TLK_PLAYER_HEADSHOT" "required" criterion "ConceptDarknessFlashlightExpired" "Concept" "TLK_DARKNESS_FLASHLIGHT_EXPIRED" "required" criterion "ContextPlayer1Shot" "oneshot" "1" "required" criterion "ConceptDangerZombineGrenade" "Concept" "TLK_DANGER_ZOMBINE_GRENADE" "required" criterion "ConceptPlayerConsecutiveKill" "Concept" "TLK_PLAYER_CONSECUTIVE_KILL" "required" criterion "ConceptPlayerKillStreak" "consecutive_player_kills" ">4" "required" criterion "ConceptPlayerKilledBarrel" "Concept" "TLK_PLAYER_KILLED_BARREL" "required" criterion "ConceptPlayerKillsBarrels" "num_barrels" ">2" "required" criterion "PlayerUsingPhysCannon" "playerweapon" "weapon_physcannon" required criterion "PlayerNotUsingPhysCannon" "playerweapon" "!=weapon_physcannon" required criterion "PlayerUsingMines" "playerweapon" "weapon_frag" required criterion "ConceptPlayerKilledNPC" "Concept" "TLK_PLAYER_KILLED_NPC" "required" criterion "ConceptPlayerWound" "Concept" "TLK_WOUND" "required" criterion "ConceptSpottedHeadcrabLeavingZombie" "Concept" "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE" "required" criterion "ConceptSpotIncHeadcrab" "Concept" "TLK_SPOTTED_INCOMING_HEADCRAB" "required" // Spoken when headcrab is first seen jumping while illuminated criterion "ConceptAllyInBarnacle" "Concept" "TLK_ALLY_IN_BARNACLE" "required" //darkness criterion "ConceptDarkLostPlayer" "Concept" "TLK_DARKNESS_LOSTPLAYER" "required" // Spoken 8-15 seconds after Alyx loses player in dark criterion "ConceptDarkFoundPlayer" "Concept" "TLK_DARKNESS_FOUNDPLAYER" "required" // Spoken when Alyx first spots player after spoken LOSTPLAYER criterion "ConceptDarkUnknownWound" "Concept" "TLK_DARKNESS_UNKNOWN_WOUND" "required" // Spoken when Alyx takes damage in the dark from enemy she can't see criterion "ConceptDarkHearSound" "Concept" "TLK_DARKNESS_HEARDSOUND" "required" // Spoken 1-3 seconds after Alyx hears sound in the dark criterion "ConceptDarkLostEnemyByFlashlight" "Concept" "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT" "required" // Spoken when Alyx loses sight of enemy if player turns off light criterion "ConceptDarkFoundEnemyByFlashlight" "Concept" "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT" "required" // Spoken when Alyx first spots enemy by flashlight criterion "ConceptDarkLostEnemyByFlashlightExpired" "Concept" "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED" "required" // Alyx loses sight of enemy by light turning off when battery is out or low // Lead behavior criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required // Spoken once when the NPC first starts to lead the player criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required // Spoken when the player arrives at an NPC waiting to lead the player criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required // Nag spoken by a NPC waiting to lead the player, trying to attract the player criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required // Spoken by the NPC when the player's lagging behind criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required // Spoken when the NPC comes back to find a lost player criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required // Spoken when the NPC has come back to the player, and is now resuming the lead criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required // Spoken when the leading NPC reaches the target point criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required // Spoken when the player and the leading NPC have both reached the target point criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required // Spoken when the NPC refuses to lead the player because he's missing a weapon criterion "ConceptLeadIdle" "Concept" "TLK_LEAD_IDLE" required // Spoken when a leading NPC is idling // Passenger behavior criterion "ConceptPassengerImpact" "Concept" "TLK_PASSENGER_IMPACT" required // Vehicle has impacted an obstacle suddenly criterion "ConceptPassengerOverturned" "Concept" "TLK_PASSENGER_OVERTURNED" required // Vehicle has overturned criterion "ConceptPassengerCollisionWarning" "Concept" "TLK_PASSENGER_WARN_COLLISION" required // Vehicle is about to collide with something criterion "ConceptPassengerRequestUpright" "Concept" "TLK_PASSENGER_REQUEST_UPRIGHT" required // Ask player to right the vehicle when upside-down criterion "ConceptPassengedJostled" "Concept" "TLK_PASSENGER_ERRATIC_DRIVING" required // Player is driving erratically criterion "ConceptPassengedVehicleStarted" "Concept" "TLK_PASSENGER_VEHICLE_STARTED" required // Vehicle has started moving criterion "ConceptPassengedVehicleStopped" "Concept" "TLK_PASSENGER_VEHICLE_STOPPED" required // Vehicle has stopped moving criterion "ConceptPassengedVehiclePunted" "Concept" "TLK_PASSENGER_PUNTED" required // Vehicle has been punted criterion "ConceptAlyxPassengerPlayerOut" "Concept" "TLK_PASSENGER_PLAYER_EXITED" required criterion "ConceptPassengerEntered" "Concept" "TLK_PASSENGER_PLAYER_ENTERED" required criterion "ConceptAlyxPassengerEntered" "Concept" "TLK_PASSENGER_FINISH_ENTRANCE" required criterion "IsInVehicle" "vehicle_inside" "1" required weight 5 criterion "IsNotInVehicle" "vehicle_inside" "0" required criterion "ConceptPassengerNewRadarContact" "Concept" "TLK_PASSENGER_NEW_RADAR_CONTACT" required // New contact on the radar criterion "IsNotVehicleTilt" "vehicle_tilt" ">.7" required criterion "IsVehicleSlightTilt" "vehicle_tilt" "<.9" required // Citizen responses criterion "IsCitizen" "classname" "npc_citizen" "required" criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required criterion "ConceptFlashlightIlluminated" "Concept" "TLK_FLASHLIGHT_ILLUM" required // Spoken when the player shines flashlight on me criterion "IsNPCGrenade" "damageammo" "npc_grenade_frag" required criterion "IsAmmoVehicle" "playerAmmo" "prop_vehicle_jeep" required criterion "IsNotAmmoVehicle" "playerAmmo" "!=prop_vehicle_jeep" required criterion "PlayerAlive" "PlayerHealth" ">0" required criterion "PlayerDead" "PlayerHealth" "<=0" required criterion "PlayerWounded" "playerhealthfrac" ">0,<=.5" required criterion "PlayerCouldHeal" "playerhealthfrac" ">0,<=.9" required weight 2 criterion "NPCAlive" "Health" ">0" required criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]" criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required criterion "PlayerNear" "distancetoplayer" "<500" required criterion "PlayerReallyNear" "distancetoplayer" "<200" required criterion "PlayerNotNear" "distancetoplayer" ">400" required criterion "PlayerReallyNotNear" "distancetoplayer" ">150" required //might use to check alyx not entering car for - wait for me... criterion "PlayerWithin800" "distancetoplayer" "<800" required criterion "PlayerNotWithin800" "distancetoplayer" ">800" required criterion "SeePlayer" "seeplayer" "1" required criterion "SeenByPlayer" "seenbyplayer" "1" required criterion "NotSeePlayer" "seeplayer" "!=1" required criterion "NotSeenByPlayer" "seenbyplayer" "!=1" required criterion "NoRecentCombat" "timesincecombat" ">25" required criterion "NoRecentCombatShort" "timesincecombat" ">8" required criterion "NotInCombat" "timesincecombat" ">1" required criterion "InCombat" "timesincecombat" "<0" required criterion "InCombatLong" "combat_length" ">60" required criterion "InCombatMedium" "combat_length" ">20" required criterion "NoRecentSeenPlayerShort" "timesinceseenplayer" ">12, <=25" required criterion "NoRecentSeenPlayer" "timesinceseenplayer" ">25, <=120" required criterion "NoRecentSeenPlayerLong" "timesinceseenplayer" ">120" required criterion "EnemyIsFar" "distancetoenemy" ">600" required criterion "EnemyIsNotClose" "distancetoenemy" ">80" required criterion "EnemyIsClose" "distancetoenemy" "<80" required criterion "EnemyCouleBeDistant" "distancetoenemy" "<1500" required criterion "EnemyIsReallyClose" "distancetoenemy" "<20" required criterion "RecentCombat" "timesincecombat" ">0, <3" required criterion "PlayerFallDeath" "Concept" "TLK_PLAYERFELL" required //Fired by mapper when the player falls to his imminent death criterion "GroundShakeSmall" "Concept" "TLK_GROUNDSHAKESMALL" required //Fired by mapper to have Alyx react to an earthquake, shake or rumble (small) criterion "GroundShakeLarge" "Concept" "TLK_GROUNDSHAKELARGE" required //Fired by mapper to have Alyx react to an earthquake, shake or rumble (small) criterion "StartleReact" "Concept" "TLK_STARTLEREACT" required //Fired by mapper to have Alyx react to a startling event (flinch) criterion "ShotInLeg" "shotloc" "leg" required weight 0 criterion "ShotInArm" "shotloc" "arm" required weight 0 criterion "ShotInGut" "shotloc" "gut" required weight 0 criterion "EnemyIsTurret" "enemy" "npc_turret_floor" required criterion "EnemyIsNotTurret" "enemy" "!=npc_turret_floor" required criterion "EnemyIsHunter" "enemy" "npc_hunter" required weight 50 criterion "EnemyIsNotHunter" "enemy" "!=npc_hunter" required weight 50 criterion "EnemyIsMortar" "enemy" "func_tankmortar" required criterion "EnemyIsZombie" "enemy" "npc_zombie" required criterion "EnemyIsAntLion" "enemy" "npc_antlion" required criterion "EnemyIsBarnacle" "enemy" "npc_barnacle" required criterion "EnemyIsNotBarnacle" "enemy" "!=npc_barnacle" required criterion "EnemyIsPoisonHeadcrab" "enemy" "npc_headcrab_black" required criterion "EnemyIsPoisonZombie" "enemy" "npc_poisonzombie" required criterion "EnemyIsHeadcrab" "enemy" "npc_headcrab" required criterion "EnemyIsRollerMine" "enemy" "npc_rollermine" required criterion "EnemyIsStrider" "enemy" "npc_strider" required criterion "NoCombatTalk" "NoCombatTalk" "1" required criterion "CombatTalk" "NoCombatTalk" "!=1" required criterion "NotInPanic" "readiness" "!panic" required criterion "EnemyIsNotPoisonHeadcrab" "enemy" "!=npc_headcrab_black" required //since mappers feel the need to stick these lousy things everywhere criterion "ContextPlayerHeadShot" "headshot" "1" "required" //PROMETHEUS criterion "ConceptTalkHelloMP" "Concept" "MP_CONCEPT_HELLO_OW" required criterion "ConceptTalkHelpMP" "Concept" "MP_CONCEPT_HELP_OW" required criterion "ConceptTalkQuestionMP" "Concept" "MP_CONCEPT_QUESTION_OW" required criterion "ConceptCallMedicMP" "Concept" "MP_CONCEPT_MEDIC_OW" required criterion "ConceptGrenadeMP" "Concept" "MP_CONCEPT_GRENADE_OW" required criterion "ConceptThisWayMP" "Concept" "MP_CONCEPT_THIS_WAY_OW" required //Odds criterion "10PercentChance" "randomnum" ">90" required // This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts" // You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc. // // The format of this file is that there are five main types of commands: // 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database // 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type // 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference // other responses by name // 4) criterion: This is a match condition // 5) rule: a rule consists of one or more criteria and a response // // In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and // various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal // "speaker" entity wishing to fire random station announcements // concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request // map = 'terminal_pa' ; the name of the map // classname = 'speaker' ; the classname and name of the "speaking" entity // name = 'terminal_pa' // health = '10' ; the absolute health of the speaking entity // healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity // playerhealth = '100' ; similar data related to the current player: // playerhealthfrac = '1.000' // playerweapon = 'none' ; the name of the weapon the player is carrying // playeractivity = 'ACT_WALK' ; animating activity of the player // playerspeed = '0.000' ; how fast the player is moving // // Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is // given a numeric score as follows: // score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match // The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest // score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is // asked to dispatch that response. // // The specific syntax for the various keywords is as follows: // // ENUMERATIONS: // // enumeration <enumerationname> // { // "key1" "value1" // "key2" "value2" // ...etc. // } // The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.: // [enumerationname::key1] // // // RESPONSES: // // Single line: // response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundlevel "SNDLVL_xxx"] [stop_on_nonidle] responsetype parameters // Multiple lines // response <responsegroupname> // { // [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any // [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last // [norepeat] ; Once we've run through all of the entries, disable the response group // responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn // responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn // etc. // } // Where: // interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2") // responsetype =: // speak ; it's an entry in sounds.txt // sentence ; it's a sentence name from sentences.txt // scene ; it's a .vcd file // response ; it's a reference to another response group by name // print ; print the text in developer 2 (for placeholder responses) // nodelay = an additional delay of 0 after speaking // defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking // delay interval = an additional delay based on a random sample from the interval after speaking // speakonce = don't use this response more than one time (default off) // noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs. // odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100) // respeakdelay = don't use this response again for at least this long (default 0) // soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING) // weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1) // displayfirst/displaylast : this should be the first/last item selected (ignores weight) // stop_on_nonidle = If this response starts a .vcd, and during that scene the NPC changes out of idle state (e.g. sees an enemy), stop the .vcd // // CRITERIA: // // criterion <criterionname> <matchkey> <matchvalue> weight nnn required // Where: // matchkey matches one of the criteria in the set as shown above // matchvalue is a string or number value or a range, the following are all valid: // "0" ; numeric match to value 0 // "1" ; numeric match to value 1 // "weapon_smg1" ; string match to weapon_smg1 string // "[npcstate::idle]" ; match enumeration by looking up numeric value // ">0" ; match if greater than zero // ">10,<=50" ; match if greater than ten and less than or equal to 50 // ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert // "!=0" ; match if not equal to zero // weight = floating point weighting for score assuming criteria match (default value 1.0) // required: if a rule has one or more criteria with the required flag set, then if any such criteria // fail, the entire rule receives a score of zero // // RULE: // // rule <rulename> // { // criteria name1 [name2 name3 etc.] // response responsegroupname [responsegroupname2 etc.] // [matchonce] ; optional parameter // [ <matchkey > <matchvalue> weight nnn required ] // } // Where: // criteria just lies one more more criterion names from above and response list one or more of the response // names from above (usually just one) // matchonce (off by default): means that the rule is deactivated after the first time it is matched // Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax // as for defining a criterion, except for the criterion keyword and the criterion name keys // // Interaction with entity I/O system // CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name // Thus, a game entity can fire this input on another entity with a concept string and a criteria set will // be generated and searched against the entities current response system rule set. // Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded // In addition, map placed entities have up to three "context" keypairs that can be specified. // They take the form: "key:value" (key, single colon separator, value) // When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the // criteria set passed to the rule system. Thus, map placed entities and triggers can specify their // own context keypairs and these can be hooked up to response rules to do map-specific and appropriate // responses // In addition, entity I/O can be used to add, remove and clear any such context keypairs via the // AddContext, RemoveContext, and ClearContext input functions. // AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key" // ClearContext removes all context keypairs // The game .dll code can enumerate context keypairs and change them via code based methods // // The player and the world have their context added with the string player or world as a prefix, e.g.: // "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the // responding entity. // Base script #include "talker/response_criteria.txt" #include "talker/npc_citizen.txt" // OVERWATCH VOICE COMMANDS @ 1010200324 // You can define up to 9 menus, each with up to 9 items // The parameters for an item: // "concept" - the AI concept to speak when the player chooses this item // "menu_label" - localizable string to appear in the menu, add the matching string in tf_english // - will appear as: '<item number>. <localized string>', eg "#voice_menu_gogogo" leads to '1. Go Go Go' // where ' "voice_menu_gogogo" "Go Go Go" ' appears in tf_english // "show_subtitle" - set to 1 to print a subtitle to chat // "subtitle" - localizable string that will print as the subtitle sent to teammates in hud chat // "distance_check_subtitle" - if set to 1, only teammates in the PAS will get the subtitle, ie, if they hear the sound // PROMETHEUS NOTE: Currently all new concepts need to be added to mp_shareddefs.h "voicemenus" { "menu_1" { "item_1" { // Medic! "concept" "MP_CONCEPT_MEDIC_OW" "menu_label" "#Voice_Menu_Medic" "show_subtitle" "1" "distance_check_subtitle" "0" "subtitle" "#Voice_Menu_Medic" } "item_2" { // Help! "concept" "MP_CONCEPT_HELP_OW" "menu_label" "#Voice_Menu_Help" "show_subtitle" "1" "distance_check_subtitle" "0" "subtitle" "#Voice_Menu_Help" } "item_3" { // Grenade! "concept" "MP_CONCEPT_GRENADE_OW" "menu_label" "#Voice_Menu_Grenade" "show_subtitle" "1" "distance_check_subtitle" "1" "subtitle" "#Voice_Menu_Grenade" } "item_4" { // Affirmative. "concept" "TLK_COMMANDED" "menu_label" "#Voice_Menu_Commanded" "show_subtitle" "1" "distance_check_subtitle" "0" "subtitle" "#Voice_Menu_Commanded" } "item_5" { // This way... "concept" "MP_CONCEPT_THIS_WAY_OW" "menu_label" "#Voice_Menu_This_Way" "show_subtitle" "1" "distance_check_subtitle" "0" "subtitle" "#Voice_Menu_This_Way" } "item_6" { // I'm ready. "concept" "TLK_SELECTED" "menu_label" "#Voice_Menu_Selected" "show_subtitle" "1" "distance_check_subtitle" "1" "subtitle" "#Voice_Menu_Selected" } "item_7" { // I'll follow you. "concept" "TLK_STARTFOLLOW" "menu_label" "#Voice_Menu_Start_Follow" "show_subtitle" "1" "distance_check_subtitle" "1" "subtitle" "#Voice_Menu_Start_Follow" } "item_8" { // I'm staying here. "concept" "TLK_STOPFOLLOW" "menu_label" "#Voice_Menu_Stop_Follow" "show_subtitle" "1" "distance_check_subtitle" "1" "subtitle" "#Voice_Menu_Stop_Follow" } } "menu_2" { } "menu_3" { "item_1" { // Hello. "concept" "MP_CONCEPT_HELLO_OW" "menu_label" "#Voice_Menu_Hello" "show_subtitle" "1" "distance_check_subtitle" "1" "subtitle" "#Voice_Menu_Hello" } "item_2" { // Idle question. "concept" "MP_CONCEPT_QUESTION_OW" "menu_label" "#Voice_Menu_Question" } "item_3" { // Idle answer. "concept" "TLK_ANSWER" "menu_label" "#Voice_Menu_Answer" } "item_4" { // I trusted you. "concept" "TLK_BETRAYED" "menu_label" "#Voice_Menu_Betrayal" } } }// Cubemap visualization tool WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Cubemap" "viewmodel" "models/shadertest/envballs.mdl" "playermodel" "models/shadertest/envballs.mdl" "anim_prefix" "envballs" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// MedPack WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#PR_Medpack" "viewmodel" "models/weapons/v_healthkit.mdl" "playermodel" "models/weapons/w_healthkit.mdl" "anim_prefix" "slam" "bucket" "5" "bucket_position" "0" "clip_size" "-1" "primary_ammo" "HealthKit" "secondary_ammo" "None" "default_clip" "0" "weight" "1" "item_flags" "66" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "+" } "weapon_s" { "font" "WeaponIconsSelected" "character" "+" } "ammo" { "font" "WeaponIcons" "character" "+" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Riot Shield WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#PR_RiotShield" "viewmodel" "models/weapons/v_crowbar.mdl" "playermodel" "models/props_combine/combine_barricade_short01a.mdl" "anim_prefix" "crowbar" "bucket" "5" "bucket_position" "0" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds). SoundData { "single_shot" "Weapon_Crowbar.Single" "melee_hit" "Weapon_Crowbar.Melee_Hit" "melee_hit_world" "Weapon_Crowbar.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }

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