Half-Life 2 - Eternal Silence Mod v2.3

Rate

Total votes: 83
100

Prepare yourself for an engaging first person shooter experience unlike any other.

Eternal Silence is a Multiplayer Space Mod for Half-Life 2 under development since 2003.

A massive deep space artifact from long-gone Earth was found and spawned a renaissance on the human colonies of the United Terran

Forces. A gigantic assault from the UTF on the now independent colonies spawned the Neo Galactic Militia and started deep space war the likes of which the world has never seen. Your role in Eternal Silence will be within vital strategic battles between massive capital warships. You will need your wits, your precision, your strength, your endurance, and above all your courage to take on the fierce challenges which await you.

Eternal Silence features the following:

* Large scale battles between Capital Ships on battlefields as large as 32768 cubic kilometers
* Choose between ataining victory on foot, capturing the enemy's subsystems, or be a pilot and bomb vital systems from space.
* Fast and Furious dogfights between Fighters and other Tactical Craft in deep space. Protect your fellow gunships as you escort

them to deliver a squad of marines to the enemy hangar.
* A True Space Experience. Disable your craft's navigation computers at any time and apply thrust manually in the frictionless

void of space. Full newtonian physics.
* Action-Packed ground battles. Seize decks of your enemy’s ship, controlling or disabling their power, navigations, weapons...

Fight off the enemy and work as a team, fulfilling the role of one of many classes with an array of unique weapons at your disposal.
* Achieve Victory by depleating the enemy's requisition and stopping their reinforcements.
* A Complete Story behind the Eternal Silence universe, released chapter by chapter as a novella is available online

Will you uphold the Valor, Pride, and Regulations of the United Terran Forces, or stake your own claim in the universe alongside the brothers of the Neo Galactic Militia. The decision is yours, what will be the outcome?

Text file description: 

"GameInfo" { game "Eternal Silence Beta 2.3" title "Eternal Silence" title2 "Beta" type multiplayer_only "developer" "ES TEAM" "developer_url" "****://www.eternal-silence.net/" "manual" "****://www.eternal-silence.net/wiki/" FileSystem { SteamAppId 215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. // // The code that loads this file automatically does a few things here: // // 1. For each "Game" search path, it adds a "GameBin" path, in

\bin // 2. For each "Game" search path, it adds another "Game" path in front of it with _ at the end. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. // 3. For the first "Game" search path, it adds a search path called "MOD". // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH". // // // Search paths are relative to the base directory, which is where hl2.exe is found. // // |gameinfo_path| points at the directory where gameinfo.txt is. // We always want to mount that directory relative to gameinfo.txt, so // people can mount stuff in c:\mymod, and the main game resources are in // someplace like c:\program files\valve\steam\steamapps\\half-life 2. // SearchPaths { Game |gameinfo_path|. Game hl2 } } icon "esicon" } ngm_destroyer es_asteroid es_aethra ngm_aethrangm_destroyer es_asteroid es_aethra ngm_aethra"es_aethra" { "briefings" { "utf" "OBJECTIVES: Attack the enemy frigate to enable your escape." "ngm" "OBJECTIVES: Destroy the cut off UTF forces." "map" "OVERVIEW: Aethra System, Planet Aethra" } "overviews" { "Aethra Station" { "material" "overviews/es_aethra_station" "pos_x" "-2552" "pos_y" "4101" "scale_x" "15" "scale_y" "-15" "rotate" "0" "zoom" "1.0" } "NGMS Surefire" { "material" "overviews/es_aethra_surefire" "pos_x" "2629" "pos_y" "6465" "scale_x" "8" "scale_y" "-8" "rotate" "0" "zoom" "1.0" } } "credits" { "mapper" "X-Ray, moconnor, tekdude" } }"es_asteroid" { "briefings" { "utf" "Take Control Of The Center Mining Complex And Defend Your External Subsystems." "ngm" "Take Control Of The Center Mining Complex And Defend Your External Subsystems." "map" "This Is A Game Of Requision : --External Subsystems Generate 10 Requision Each (10 of them). So Defend These At All costs. --The Center Mining Complex Generates 50 Requision, So It Is Worth Holding As Well. --The First Team To Run Out Of Requision Loses. There Are No Capture Able Points Except The Center Mining Complex." } "overviews" { "NGM Home" { "material" "overviews/es_asteroid_small" "pos_x" "-12864" "pos_y" "-3068" "scale_x" "5" "scale_y" "-5" "rotate" "0" "zoom" "1.0" } "NGM Outpost" { "material" "overviews/es_asteroid_small" "pos_x" "-8768" "pos_y" "9120" "scale_x" "5" "scale_y" "-5" "rotate" "0" "zoom" "1.0" } "Center" { "material" "overviews/es_asteroid_large" "pos_x" "-650" "pos_y" "10500" "scale_x" "4" "scale_y" "-4" "rotate" "0" "zoom" "1.0" } "UTF Outpost" { "material" "overviews/es_asteroid_small" "pos_x" "7616" "pos_y" "9120" "scale_x" "4" "scale_y" "-4" "rotate" "0" "zoom" "1.0" } "UTF Home" { "material" "overviews/es_asteroid_small" "pos_x" "8512" "pos_y" "-3068" "scale_x" "5" "scale_y" "-5" "rotate" "0" "zoom" "1.0" } } "credits" { "mapper" "Andrew "OmegaSlayer" Egelhofer" } }"ngm_aethra" { "briefings" { "utf" "OBJECTIVES: Control the core." "ngm" "OBJECTIVES: Control the core." "map" "OVERVIEW: Aethra System, Planet Aethra" } "overviews" { "Aethra Station" { "material" "overviews/es_aethra_station" "pos_x" "-2552" "pos_y" "4101" "scale_x" "15" "scale_y" "-15" "rotate" "0" "zoom" "1.0" } } "credits" { "mapper" "X-Ray, moconnor, tekdude" } }"ngm_destroyer" { "briefings" { "utf" "OBJECTIVES: Take control of the ship." "ngm" "OBJECTIVES: Repel the invading forces." "map" "OVERVIEW: A Neo-Galactic Militia Destroyer has been boarded." } "overviews" { "NGMS Surefire" { "material" "overviews/es_aethra_surefire" "pos_x" "2629" "pos_y" "6465" "scale_x" "8" "scale_y" "-8" "rotate" "0" "zoom" "1.0" } } "credits" { "mapper" "X-Ray" } }Welcome to Eternal-Silence!============================ Eternal Silence Beta 2.3 March 1st 2007 ============================ Eternal Silence is a science fiction mod which pits two capital ships against each other in a seamless blend of space warfare and tactical infantry combat. These two teams race to destroy each other in the depths of space. Pilots coordinate strikes with invading infantry in order to take down the behemoth capital ships from both the inside on-foot and the outside with spaceships. Full of fast-paced action both in space and on foot, Eternal Silence offers a seamless blend of two exciting genres. This build marks the first patch of Eternal Silence and is provided FREE OF CHARGE. This software is provided AS IS without ANY SUPPORT OR WARRANTY. Eternal Silence and the members of its team ARE NOT RESPONSIBLE for any damage to your computer hardware or software because of installing the Eternal Silence Beta. Eternal Silence holds the copyright to all its original content and NO part of the mod, be it source code, models, textures, script files or any other file of any sort offered in this download can be used without explicit consent from the mod leader (Daniel Menard). Please keep in mind this application is in BETA, meaning it WILL have bugs, it WILL act funny at times and it WILL probably **** you off here and there. If you stumble across a bug, please make a post about it in our Bugs Forum at ****://www.eternal-silence.net/forums/. We will do our best to fix any bugs we receive and release hot fixes. Also, this beta is very much INCOMPLETE. Many more content patches will follow this release, gradually adding content as development proceeds. ============================ INSTALLATION ============================ Simply follow the instructions provided in the automatic installer. Restart steam and play the mod. If you are running a dedicated server, simply extract the zip file into the directory where srcds.exe resides and start the server with the parameter "-game esmod" along with any other standard server commands. See server.cfg for a list of commands. A mailing list will be available for server admins shortly. ============================ PLAYING ============================ If you don't know how to play, please refer to the Getting Started section on our wiki (****://www.eternal-silence.net/wiki). ============================ MAPPING ============================ The FGD for mapping has been provided along with the rest of the mod file. Instructions on how to create your own Eternal Silence map are listed at out wiki (****://www.eternal-silence.net/wiki). ============================ CREDITS ============================ Daniel Menard Founder, Leader, Coder Brian "Iced_Eagle" Hughes QA Lead, Public Relations Rex "X-Ray" Riepe Writer, Mapping Lead Marc Moehrlin Sound Lead RaZ Art Lead OmegaSlayer Mapper Sapien Artist Triton Sound Engineer John Sheu Coder, HUD Design Quaquaversal Lead Beta Tester Dete Artist Nicodemis Animator tweek Artist tizadxtr Concept Artist -X- Concept Artist Tekdude Space Environments and Scenarios moconnor Mapper Michelle Wulfing Voice Actor: Nillia ============================ SPECIAL THANKS ============================ To Valve for all their support for the mod community, and to all the previous contributors who have their great work still in the mod ============================ CHANGELOG ============================ Version 2.3 - March 1st 2007 [FIX] - Changed default controls [FIX] - Bindpanel now copies default controls appropriately on first run [FIX] - Cleaned up infantry HUD rendering code for performance [FIX] - Fastswitch is now the default weapon selection method [FIX] - Hacker turret now switches entire player view, no longer small screen [FIX] - SMG ammo counts now display on hackbox when turret is deployed [FIX] - Hacker turret now properly attributes kills [FIX] - Hacker turret no longer damages friendlies with FF off [FIX] - Extra network optimizations on bullet events [FIX] - Swarm Missiles now more swarmy [FIX] - Shrunk down weapon list in space [FIX] - Player_hurt events are no longer broadcast to the entire server [FIX] - Weapon list not displayed when it is empty [FIX] - Fixed overlapping of throttle text with "AUTO" and "FREE" [FIX] - Fixed reload sound on NGM Tank Buster [FIX] - Removed distance from player and subsystem waypoints [ADD] - New icon for Locked Subsystems [ADD] - Message on capture bar for Locked Subsystems [ADD] - Tank buster now has ion beam visuals [ADD] - Removed subsystem list on bottom left. [ADD] - Minimap with subsystems and local player displayed [ADD] - Enemies no longer have IFF Boxes in Infantry, only friendlies [ADD] - Passenger HUD Element now displays name and seat number [ADD] - Requisition rate now displayed next to requisition number [ADD] - Ships now gib once destroyed. [ADD] - External Subsystems now have voice warnings for attack and destroyed [ADD] - Capship indicators for other capital ships in the map [ADD] - New icons for external subsystems. [ADD] - Armor guy will now glow when player is being healed [ADD] - Medics now have pinkish boxes around them to distinguish them from regular soldiers [ADD] - New Map: ngm_aethra with revised layout by Moconnor. [ADD] - ngm_destroyer layout revised. [BAL] - 4x damage multiplier for tank busters vs. ships [BAL] - 4x damage multiplier for ion bombs vs. ships [BAL] - 1.5x damage increase for ion beam vs. ships Version 2.2 - February 13th 2007 [FIX] - Fixed medic exploit and healing aura [FIX] - Removed subsystems from team outpost bases in es_asteroid [FIX] - Made center base capturable by both teams and added a subsystem in es_asteroid [FIX] - Fixed texture problems in ngm_destroyer [FIX] - Updates to aethra station materials [FIX] - Default mouse sensitivity in space increased Version 2.1 - February 8th 2007 [FIX] - Fixed loophole in victory conditions which one server found (and it sucked). [FIX] - Allowed friendly fire on ships in the hangar regardless of friendly fire setting to stop griefers from stopping spawns. [FIX] - Better volume check on ship spawns. [FIX] - Fixed controls getting locked after server hitch in hangar. [FIX] - es_aethra hangar hole fixed. [ADD] - Added Medic Class to the lineup. Uses the Carbine. Unstackable healing aura [ADD] - Guns with no secondary now zoom when secondary is clicked. For ease of use. [ADD] - sv_reqpool variable: Sets a multiplier for the requisition pool of each team, to control game length. [ADD] - Added space spotlights to es_asteroid. [ADD] - More focused es_asteroid scenario with external subsystems [ADD] - Use keys 1 to 6 to switch seats in gunship, must be bound Version 2.0 - February 4th 2007 [INITIAL VERSION] - New Beta, almost too many changes to write here. Version 1.1 - October 2nd 2006 [FIX] - Removed impulse 101 exploit [FIX] - Allowed Bludgeon during reload [FIX] - Reduced lag tremendously [FIX] - Grouped impact shots together [FIX] - Allowed OK button to be pressed when alive on class menu [FIX] - Changed victory conditions to something more logical [FIX] - Removed Ion bomb weapon switch exploit [FIX] - Removed UTF Pistol Silencer [ADD] - es_aethra_scenario now includes Aethra Core [BAL] - Slowed down runspeed from 220 to 180 [BAL] - Reduced accuracy and damage on machineguns slightly [BAL] - Increased Carbine damage [BAL] - Added an extra ship spawn to NGM Surefire [BAL] - Centered the hangar subsystem on Aethra Version 1.0 - September 23rd 2006 [INITIAL VERSION] ============================ Eternal Silence ****://www.eternal-silence.net #esmod on irc.gamesurge.net"lang" { "Language" "English" "Tokens" { "ES_Join_Team" "Choose your faction" "ES_Join_UTF" "Join the UTF" "ES_Join_NGM" "Join the NGM" "ES_Join_Auto" "Auto-Select " "ES_Join_Class" "Choose a class" "ES_Cancel" "Cancel " "ES_OK" "OK " "ES_Suicide" "Suicide " "ES_Choose_Capship" "Select a capital ship to spawn at" "ES_Current_Capship" "Currently displaying: %s1" "ES_No_Spawn" "No spawn selected. Choose on map below." "ES_Current_Spawn" "Spawn: \"%s1\" on %s2. \"OK\" to continue." "ES_Marine_Class" "Marine Class" "ES_Hacker_Class" "Hacker Class" "ES_Medic_Class" "Medic Class" "ES_GameUI_BindPanel" "CONTROL BINDINGS" "ES_GameUI_Infantry" "Infantry" "ES_GameUI_Space" "Space" "ES_GameUI_Joystick" "Use joystick to pilot craft" "ES_GameUI_Mouse" "Use mouse to pilot craft" "ES_GameUI_MouseSens" "Mouse flight sensitivity" "ES_GameUI_Axis" "Axis" "ES_GameUI_Binding" "Binding" "ES_GameUI_Invert" "Invert" "ES_GameUI_Help" "Help..." "ES_GameUI_Refresh" "Refresh" "ES_GameUI_AxisRoll" "Roll" "ES_GameUI_AxisPitch" "Pitch" "ES_GameUI_AxisYaw" "Yaw" "ES_GameUI_AxisThrottleX" "Forward" "ES_GameUI_AxisThrottleY" "Right" "ES_GameUI_AxisThrottleZ" "Up" "ES_GameUI_AxisNone" "None" "ES_KeyBinds" "Due to the complexity involved with binding the joystick and keyboard for both infantry and space combat, the default HL2 keybinding interface is not sufficient. Please click \"Controls\" on the main game menu. You may also issue \"showbindpanel\" in the console." "ES_Move_Use" "Use item" "ES_Move_ExitVehicle" "Exit vehicle" "ES_Move_Bludgeon" "Weapon bludgeon" "ES_Move_Zoom" "Weapon zoom" "ES_Move_Drop" "Drop weapon" "ES_Move_Menu_Title" "MENU" "ES_Move_Class" "Display class selection" "ES_Move_Team" "Display team selection" "ES_Move_Map" "Display map" "ES_Move_Space_Title" "SPACECRAFT CONTROLS" "ES_Move_PriCycle" "Cycle primary weapons" "ES_Move_SecCycle" "Cycle secondary weapons" "ES_Move_Engine" "Increase engine power" "ES_Move_Weapons" "Increase weapon power" "ES_Move_Shields" "Increase shield power" "ES_Move_Boost" "Speed Boost" "ES_Move_Thirdperson" "Thirdperson view" "ES_Move_Newton" "Toggle newtonian flight" "ES_Move_Roll" "Flip roll/yaw controls" "ES_Move_TForward" "Thrust forward" "ES_Move_TBack" "Thrust backward" "ES_Move_TUp" "Thrust up" "ES_Move_TDown" "Thrust down" "ES_Move_TLeft" "Thrust left" "ES_Move_TRight" "Thrust right" "ES_Move_PitchUp" "Pitch up" "ES_Move_PitchDown" "Pitch down" "ES_Move_RollLeft" "Roll left" "ES_Move_RollRight" "Roll right" "ES_Move_YawLeft" "Yaw left" "ES_Move_YawRight" "Yaw right" "ES_Move_Seat1" "Seat 1" "ES_Move_Seat2" "Seat 2" "ES_Move_Seat3" "Seat 3" "ES_Move_Seat4" "Seat 4" "ES_Move_Seat5" "Seat 5" "ES_Move_Seat6" "Seat 6" "ES_Targetting_Title" "TARGETTING CONTROLS" "ES_All_NextTarget" "Next target" "ES_All_PrevTarget" "Previous target" "ES_All_Nearest" "Nearest target" "ES_Enemy_NextTarget" "Next enemy" "ES_Enemy_PrevTarget" "Previous enemy" "ES_Enemy_Nearest" "Nearest enemy" "ES_Sub_NextTarget" "Next subtarget" "ES_Sub_PrevTarget" "Previous subtarget" "Game_connected" "%s1 connected" "Bomb_planted" "Bomb Planted" "Hacked" "Hacked" "Destroyed" "Destroyed" "SpawningMsg" "You are spawning at %s1 on the %s2 in %s3 seconds. \nPress %s4 to change your spawn preferences." "SubSecured" "%s1 is Fully Secured." "SubSecuring" "Securing %s1." "SubUnsecuring" "Unsecuring %s1." "SubReqDisable" "Disabling Enemy Requisition Generation at %s1." "SubReqEnable" "Enabling Friendly Requisition Generation at %s1." "SubSpawnable" "%s1 is Spawnable, Hacker can Secure for extra defense." "SubCapturing" "Capturing %s1." "SubLocked" "%s1 is Locked and cannot be Captured." "Upgrade_Inf" "Rifle Attachments" "Upgrade_Heavy" "Heavy Weapons" "SubResearching" "%s1 is researching %s2 for %s3: %s4 s left" "SubResearched" "%s1 holds %s2 technology for %s3" "SubHacked" "%s1 hacked, %s2 %s3 technology locked down" "NotifySubCaptured" "%s1 has captured \"%s2\" on %s3" "NotifySubSecured" "%s1 has secured \"%s2\" on %s3" "NotifySubAttacked" "%s1 has attacked \"%s2\" on %s3" "NotifyExtSubDestroyed" "\"External %s1\" on %s2 has been destroyed" "NotifyExtSubRepaired" "\"External %s1\" on %s2 has been repaired" "NotifyExtSubAttacked" "\"External %s1\" on %s2 has been attacked" "Help_Hackbox" "%+attack%Hack or Secure current Subsystem%+attack2%Control remote railgun%+bludgeon%Strike enemy with hackbox" "Help_TurretWeapon" "%+attack2%Place remote weapon%+bludgeon%Strike enemy with gun%+zoom%Zoom weapon" "Help_HackerTurret" "%+attack%Fire Weapon%+attack2%Revoke Control%+zoom%Zoom In/Out%+bludgeon%Self-Destruct Turret" "Help_Bomb" "This subsystem can be bombed" "Help_Hack" "This subsystem can be hacked" "Help_Secure" "This subsystem can be secured" "Help_CHack" "This subsystem can be counter-hacked" "Help_BombS" "This subsystem can be bombed%+duck%in Stealth Mode you won't capture\nto avoid detection" "Help_HackS" "This subsystem can be hacked%+duck%in Stealth Mode you won't capture\nto avoid detection" "Help_SecureS" "This subsystem can be secured%+duck%in Stealth Mode you won't capture\nto avoid detection" "Help_CHackS" "This subsystem can be counter-hacked%+duck%in Stealth Mode you won't capture\nthe subsystem to avoid detection.\nThis works in enemy subsystems only" "Help_Stealth" "%+duck%in Stealth Mode you won't capture\nto avoid detection" "Help_Demo" "%+attack%Place bomb. Must be inside\nan enemy subsystem." "Help_Ion" "%+attack2%Launch an Ion Bomb%+zoom%Zoom weapon" "Help_Flamer" "%+attack2%Spray napalm (flammable)" "Help_Carbine" "%+attack2%Switch single shot/burst fire%+bludgeon%Strike enemy with gun%+zoom%Zoom weapon" "Help_Weapon" "%+bludgeon%Strike enemy with gun%+zoom%Zoom weapon" "Help_NoBlud" "%+zoom%Zoom weapon" "Help_NoZoom" "%+bludgeon%Strike enemy with gun" "Help_Medic" "Medics have a passive healing aura" "Help_Heal" "You are in a medic's aura\nyou are being healed slowly" "Help_ShipTarget" "%targetinreticle%Select target in crosshair%nearenemy%Select nearest enemy" "Help_ShipThrust" "%+thrustup%Thrust up%+thrustdown%Thrust down%+thrustleft%Thrust left%+thrustright%Thrust right%+speed%Speed boost" "Help_ShipStuff" "%newtontoggle%Toggle newtonian flight%toggleperson%Third person view%+rolltoggle%Swap yaw/roll%+use%Exit vehicle" "Help_ShipWeapons" "%+attack%Fire cannons%+attack2%Fire missiles%+reload%Reload weapons" "Help_ShipAll" "%targetinreticle%Select target in crosshair%nearenemy%Select nearest enemy%+speed%Speed boost%newtontoggle%Toggle newtonian flight%toggleperson%Third person view%+rolltoggle%Swap yaw/roll%+use%Exit vehicle" "Playerid_sameteam" "%s1\nFriendly %s2, Health: %s3" "Playerid_diffteam" "Hostile: %s1" "Spawn_Instructions" "Click on a dot of your team's color to select a spawn. The dot will blink when it is selected." // Weapon names "WPN_NAR_NONE" "A87 Assault Rifle " "WPN_NAR_AP" "A87 Assault Rifle (Grenades) " "WPN_NAR_AV" "A87 Assault Rifle (Tank Buster) " "WPN_NHVY_NONE" "MG47 Machine Gun " "WPN_NHVY_AP" "FLX Flamethrower " "WPN_NHVY_AV" "I9 Ion Cannon " "WPN_NSMG" "SMG9 Submachine Gun " "WPN_NCAR" "A87C Carbine " "WPN_NRAIL" "RD99 Rail Driver " "WPN_NPIST" "Sidearm " "WPN_NDEMO" "Demolition Pack " "WPN_NHACK" "Hacking Interface " "WPN_UAR_NONE" "A86 Assault Rifle " "WPN_UAR_AP" "A86 Assault Rifle (Grenades) " "WPN_UAR_AV" "A86 Assault Rifle (Tank Buster) " "WPN_UHVY_NONE" "MG10 Machine Gun " "WPN_UHVY_AP" "GL33 Grenade Launcher " "WPN_UHVY_AV" "I9 Ion Cannon " "WPN_USMG" "G40 Submachine Gun " "WPN_UCAR" "A90 Carbine " "WPN_URAIL" "SR41 Rail Driver " "WPN_UPIST" "Sidearm " "WPN_UDEMO" "Demolition Pack " "WPN_UHACK" "Hacking Interface " // UTF Classes: // Infantry "UInfantry" "Marine " "UInfantryNone" "None " "UInfantryAP" "Grenades: %s1 player(s)" "UInfantryAV" "Tank Buster: %s1 player(s)" // Heavy "UHeavy" "Support " "UHeavyNone" "Machine Gun: %s1 player(s)" "UHeavyAP" "Grenade Launcher: %s1 player(s)" "UHeavyAV" "Ion Cannon: %s1 player(s)" // Medic "UMedic" "Medic " "UMedicNone" "Carbine: %s1 player(s)" // Hacker "UHacker" "Hacker " "UHackerNone" "SMG: %s1 player(s)" "UHackerAP" "Railgun: %s1 player(s)" // NGM Classes: // Infantry "NInfantry" "Militiaman " "NInfantryNone" "None " "NInfantryAP" "Grenades: %s1 player(s)" "NInfantryAV" "Tank Buster: %s1 player(s)" // Heavy "NHeavy" "Gunner " "NHeavyNone" "Machine Gun: %s1 player(s)" "NHeavyAP" "Flamethrower: %s1 player(s)" "NHeavyAV" "Ion Cannon: %s1 player(s)" // Medic "NMedic" "Medic " "NMedicNone" "Carbine: %s1 player(s)" // Hacker "NHacker" "Hacker " "NHackerNone" "SMG: %s1 player(s)" "NHackerAP" "Railgun: %s1 player(s)" // Class plurals "UInfantryNoneNum" "Marines " "UInfantryNum" "None " "UInfantryAPNum" "Grenades " "UInfantryAVNum" "Tank Busters " "UHeavyNum" "Supports " "UHeavyNum" "Machine Guns " "UHeavyAPNum" "Grenade Launchers " "UHeavyAVNum" "Ion Cannons " "UMedicNum" "Medics " "UMedicNoneNum" "Carbines " "UHackerNum" "Hackers " "UHackerNoneNum" "Railguns " "UDemoNum" "Rangers " "UDemoNoneNum" "Carbines " "NInfantryNum" "Militiamen " "NInfantryNoneNum" "None " "NInfantryAPNum" "Grenades " "NInfantryAVNum" "Tank Busters " "NHeavyNum" "Gunners " "NHeavyNoneNum" "Machine Guns " "NHeavyAPNum" "Flamethrowers " "NHeavyAVNum" "Ion Cannons " "NMedicNum" "Medics " "NMedicNoneNum" "Carbines " "NHackerNum" "Hackers " "NHackerNoneNum" "Railguns " "NDemoNum" "Saboteurs " "NDemoNoneNum" "Carbines " // UTF Classes: // Infantry "UInfantryDesc" "" "UInfantryNoneDesc" "A86 \ Aegis\ Assault Rifle Serving as the backbone of the small arms arsenal for nearly seven decades, the Aegis Assault Rifle is a symbol of the power and protection of the UTF. Its modular design allows for several assorted attachments, including a scope, a flashlight, a grenade launcher, and a tankbuster cannon. The lightweight, caseless ammunition used by the Aegis allows a Marine to carry several clips." "UInfantryAPDesc" "A86 \ Aegis\ Assault Rifle with Grenades Serving as the backbone of the small arms arsenal for nearly seven decades, the Aegis Assault Rifle is a symbol of the power and protection of the UTF. Its modular design allows for several assorted attachments, including a scope, a flashlight, a grenade launcher, and a tankbuster cannon. The lightweight, caseless ammunition used by the Aegis allows a Marine to carry several clips." "UInfantryAVDesc" "A86 Aegis Assault Rifle with Tank Buster Serving as the backbone of the small arms arsenal for nearly seven decades, the Aegis Assault Rifle is a symbol of the power and protection of the UTF. Its modular design allows for several assorted attachments, including a scope, a flashlight, a grenade launcher, and a tankbuster cannon. The lightweight, caseless ammunition used by the Aegis allows a Marine to carry several clips." // Heavy "UHeavyDesc" "" "UHeavyNoneDesc" "MG10 Machine Gun With a 100-round clip and deadly firing rate, the MG10 makes for excellent suppressive fire. When the user is standing or running, however, the gun is terribly inaccurate. Its clips are cumbersome and heavy, limiting the user in both mobility and carrying capacity. The combination of high stopping power and dependence on ammo dumps makes this weapon ideal for defense." "UHeavyAPDesc" "GL33 Glee Grenade Launcher The GL33, nicknamed Glee by its users, is a tactical heavy weapon. The GL33 incorporates an easy-to-use, rear-loading grenade clip, beating out cumbersome revolver designs of the past. The new clip design allows the user to hold more ammunition, at the cost of a lowered firing rate." "UHeavyAVDesc" "I9 Ion Cannon The I9 represents the ninth ion cannon design to be tested in combat and the first to work. Sending out a steady stream of energy, the I9 is lethal to anything in its path. Soldiers referring to it as Ice-9, however, will be reprimanded. The I9 s battery pack cannot be removed, but may be recharged at any armory recharging station." // Medic "UMedicDesc" "" "UMedicNoneDesc" "G40 Submachine Gun Designed in 540 AT, the G40 SMG is a relative newcomer to the UTF. Small and light, the gun is ideal for soldiers with bulky, cumbersome equipment. The generous clip and high firing rate make the gun perfect for close-quarters combat. Versatility and effectiveness are sure to make this weapon a mainstay in the UTF arsenal." // Hacker "UHackerDesc" "" "UHackerNoneDesc" "G40 Submachine Gun Designed in 540 AT, the G40 SMG is a relative newcomer to the UTF. Small and light, the gun is ideal for soldiers with bulky, cumbersome equipment. The generous clip and high firing rate make the gun perfect for close-quarters combat. Versatility and effectiveness are sure to make this weapon a mainstay in the UTF arsenal." "UHackerAPDesc" "SR41 Rail Driver Using an intricate combination of several different firing mechanisms, the SR41 delivers a powerful, accurate shot. This advanced weapon may only be used by qualified soldiers. An interesting aspect of the rifle is its integrated camera, a feature that allows it to be fired remotely. Many users have also figured out how to reverse certain currents in the rifle, turning it into a remote grenade in desperate situations." // Demolition "UDemoDesc" "" "UDemoNoneDesc" "A90 Carbine The Rangers, a specialized division of the UTF armed forces, originally rejected the A86 assault rifle, citing it as too cumbersome. The alternative, the A90, was developed four years later to specifically address their needs. Its functionality is nearly identical to the Aegis, without the cumbersome attachment points. The A90 has proven itself in many environments to be a sturdy, reliable weapon. " // NGM Classes: // Infantry "NInfantryDesc" "" "NInfantryNoneDesc" "A87N The A87 Assault Rifle design competed against the A86 Aegis design for contract usage amongst the UTF armed forces. After the Aegis design won the contract, the A87 was marketed to private interests. Since then, it has been widely used across the settled planets for its stalwart reliability. The A87-N variant has been modified to accept a variety of add-ons, such as the grenade launcher and the tankbuster cannon." "NInfantryAPDesc" "A87N with Grenades The A87 Assault Rifle design competed against the A86 Aegis design for contract usage amongst the UTF armed forces. After the Aegis design won the contract, the A87 was marketed to private interests. Since then, it has been widely used across the settled planets for its stalwart reliability. The A87-N variant has been modified to accept a variety of add-ons, such as the grenade launcher and the tankbuster cannon." "NInfantryAVDesc" "A87N with Tank Buster The A87 Assault Rifle design competed against the A86 Aegis design for contract usage amongst the UTF armed forces. After the Aegis design won the contract, the A87 was marketed to private interests. Since then, it has been widely used across the settled planets for its stalwart reliability. The A87-N variant has been modified to accept a variety of add-ons, such as the grenade launcher and the tankbuster cannon." // Heavy "NHeavyDesc" "" "NHeavyNoneDesc" "MG47 Freshly produced on Vehera, the MG47 heavy machine gun is perhaps the newest handheld weapon design in the war. A specialized alloy allows the gun to fire continuously without overheating. Electronic sensory systems allow the gun to steady itself somewhat, increasing accuracy. This technological behemoth still requires a crouched position to fire reliably, however." "NHeavyAPDesc" "FL-X The FL-X is the combat variant of the FL-9, a flamethrower used for foresting and industrial applications. NGM engineers added a napalm spray, allowing the user to trap the enemy with a wall of flame. The FL-X also features a longer, hotter spray of finely misted flammable liquids. Protected by a thick outer shell, the napalm fuel canister cannot be ignited by a gunshot. However, the added weight of this protection limits the amount of canisters which can be carried into combat." "NHeavyAVDesc" "I9 Ion Cannon The I9 represents the ninth ion cannon design to be tested in combat and the first to work. Sending out a steady stream of energy, the I9 is lethal to anything in its path. The I9 s battery pack cannot be removed, but may be recharged at any armory recharging station. A recent hijacked shipment has seen many of these weapons enter the hands of heavy weapons experts." // Medic "NMedicDesc" "" "NMedicNoneDesc" "SMG-9 Produced only in the Cerbera Minor system, the SMG-9 is most well-known for its use by criminal organizations. The gun s light weight, wide spread, and high rate of fire make it very easy to use. Recent fighting has stopped the production of this gun, but its massive circulation has kept it alive in the NGM s arsenal." // Hacker "NHackerDesc" "" "NHackerNoneDesc" "SMG-9 Produced only in the Cerbera Minor system, the SMG-9 is most well-known for its use by criminal organizations. The gun s light weight, wide spread, and high rate of fire make it very easy to use. Recent fighting has stopped the production of this gun, but its massive circulation has kept it alive in the NGM s arsenal." "NHackerAPDesc" "RD99 While the RD99 uses older technology, it still remains an excellent tool for any sharpshooter. The updated scope allows for pinpoint accuracy at any distance within a capital ship. A new muzzle enclosure has also been developed, allowing many RD99 users to shoot at a higher firing rate. Using a tripod and a hackbox, a hacker can control the rifle remotely, guarding chokepoints safely in the next room." // Demolition "NDemoDesc" "" "NDemoNoneDesc" "A87C Modified to use a shorter stock and lighter components, the A87 carbine variant is ideal for saboteurs. It sports the same reliability for which the A87 is known, while allowing more mobility in tight situations." } } "lang" { "Language" "English" "Tokens" { "hl2_AmmoFull" "FULL" "SDK_Shotgun" "Shotgun" "SDK_Grenade" "Grenade" "SDK_MP5" "SubMaschinGun" "HL2_Saved" "Saved..." } } "lang" { "Language" "german" "Tokens" { "hl2_AmmoFull" "VOLL" "[english]hl2_AmmoFull" "FULL" "SDK_Shotgun" "Shrotflinte" "[english]SDK_Shotgun" "Shotgun" "SDK_Grenade" "Granate" "[english]SDK_Grenade" "Grenade" "SDK_MP5" "Maschinenpistole" "[english]SDK_MP5" "SubMaschinGun" "HL2_Saved" "Gespeichert..." "[english]HL2_Saved" "Saved..." } } "chapters" { 1 "esback" 2 "esback" 3 "esback" 4 "esback" 5 "esback" 6 "esback" 7 "esback" 8 "esback" 9 "esback" 9a "esback" 10 "esback" 11 "esback" 12 "esback" 13 "esback" 14 "esback" 15 "esback" 16 "esback" 17 "esback" 18 "esback" 19 "esback" 20 "esback" 21 "esback" 22 "esback" 23 "esback" 24 "esback" 25 "esback" 26 "esback" 27 "esback" }// Decal definitions, format is // decalname weight // where weight is used to randomly selected a decal to apply from within the group // This is just an entry to map material types to "impact.xxx" "TranslationData" { "-" "" // don't decal this surface "C" "Impact.Concrete" "M" "Impact.Metal" "W" "Impact.Wood" "Y" "Impact.Glass" "F" "Impact.Flesh" "B" "Impact.BloodyFlesh" "H" "Impact.AlienFlesh" "A" "Impact.Antlion" "Z" "Impact.Shield" // These might be translated in the future //CHAR_TEX_DIRT 'D' //CHAR_TEX_VENT 'V' //CHAR_TEX_GRATE 'G' //CHAR_TEX_TILE 'T' //CHAR_TEX_SLOSH 'S' //CHAR_TEX_COMPUTER 'P' //CHAR_TEX_CLIP 'I' //CHAR_TEX_ANTLION 'A' //CHAR_TEX_FOLIAGE 'O' } "Impact.Concrete" { "decals/concrete/shot1" "1" "decals/concrete/shot2" "1" "decals/concrete/shot3" "1" "decals/concrete/shot4" "1" "decals/concrete/shot5" "1" } "Impact.Metal" { "decals/metal/shot1" "1" "decals/metal/shot2" "1" "decals/metal/shot3" "1" "decals/metal/shot4" "1" "decals/metal/shot5" "1" } "Impact.Wood" { "decals/wood/shot1" "1" "decals/wood/shot2" "1" "decals/wood/shot3" "1" "decals/wood/shot4" "1" "decals/wood/shot5" "1" } "Impact.Glass" { "decals/glass/shot1" "1" "decals/glass/shot2" "1" "decals/glass/shot3" "1" "decals/glass/shot4" "1" "decals/glass/shot5" "1" } "Impact.Flesh" { "decals/flesh/blood1" "1" "decals/flesh/blood2" "1" "decals/flesh/blood3" "1" "decals/flesh/blood4" "1" "decals/flesh/blood5" "1" } "Impact.BloodyFlesh" { "decals/bloodyflesh/blood1" "1" "decals/bloodyflesh/blood2" "1" "decals/bloodyflesh/blood3" "1" "decals/bloodyflesh/blood4" "1" "decals/bloodyflesh/blood5" "1" } "Impact.AlienFlesh" { "decals/alienflesh/shot1" "1" "decals/alienflesh/shot2" "1" "decals/alienflesh/shot3" "1" "decals/alienflesh/shot4" "1" "decals/alienflesh/shot5" "1" } "Impact.Antlion" { "decals/antlion/shot1" "1" "decals/antlion/shot2" "1" "decals/antlion/shot3" "1" "decals/antlion/shot4" "1" "decals/antlion/shot5" "1" } "Impact.Shield" { "decals/glass/shot1" "1" "decals/glass/shot2" "1" "decals/glass/shot3" "1" "decals/glass/shot4" "1" "decals/glass/shot5" "1" } "Scorch" { "decals/scorch1" "1" "decals/scorch2" "1" } "Blood" { "decals/blood1" "1" "decals/blood2" "1" "decals/blood3" "1" "decals/blood4" "1" "decals/blood5" "1" "decals/blood6" "1" } "YellowBlood" { "decals/yblood1" "1" "decals/yblood2" "1" "decals/yblood3" "1" "decals/yblood4" "1" "decals/yblood5" "1" "decals/yblood6" "1" } "GlassBreak" { "decals/break1" "1" "decals/break2" "1" "decals/break3" "1" } "BigShot" { "decals/bigshot1" "1" "decals/bigshot2" "1" "decals/bigshot3" "1" "decals/bigshot4" "1" "decals/bigshot5" "1" } "BulletProof" { "decals/bproof1" "1" } "SmallScorch" { "decals/smscorch1" "1" "decals/smscorch2" "1" "decals/smscorch3" "1" } "FadingScorch" { "decals/scorchfade" "1" } "BeerSplash" { "decals/beersplash" "1" } "ManhackCut" { "decals/manhackcut" "1" "decals/manhackcut2" "1" "decals/manhackcut3" "1" } "RedGlowFade" { "decals/redglowfade" "1" } "CombineBallFade" { "decals/combineballfade" "1" } "CombineBallFade2" { "decals/combineballfade2" "1" } "CombineBallFade3" { "decals/combineballfade3" "1" } "PlasmaGlowFade" { "decals/plasmaglowfade" "1" } "Splash" { "decals/decalsplash" "1" } "ExplosiveGunshot" { "decals/concrete/shot1" "1" } "Fire" { "sprites/fire_floor" "1" } "Antion.Unburrow" { "decals/unburrow" "1" } "Extinguish" { "decals/extinguish1" "1" "decals/extinguish2" "1" } "Splash.Large" { "decals/splash1" "1" "decals/splash2" "1" "decals/splash3" "1" } "Splash.Small" { "decals/splash1" "1" "decals/splash1" "1" "decals/splash1" "1" } "Rollermine.Crater" { "decals/rollermine_crater" "1" } "BirdPoop" { "decals/decal_birdpoop001" "1" "decals/decal_birdpoop002" "1" "decals/decal_birdpoop003" "1" "decals/decal_birdpoop004" "1" } "PaintSplatBlue" { "decals/decal_paintsplatterblue001" "1" } "PaintSplatGreen" { "decals/decal_paintsplattergreen001" "1" } "PaintSplatPink" { "decals/decal_paintsplatterpink001" "1" } "NapalmSplash" { "decals/napalm_splash" "1" }// Decal definitions, format is // decalname weight // where weight is used to randomly selected a decal to apply from within the group // This is just an entry to map material types to "impact.xxx" "TranslationData" { "-" "" // don't decal this surface "C" "Impact.Concrete" "M" "Impact.Metal" "W" "Impact.Wood" "Y" "Impact.Glass" "F" "Impact.Flesh" "B" "Impact.BloodyFlesh" "H" "Impact.AlienFlesh" "A" "Impact.Antlion" "N" "Impact.Sand" "V" "Impact.Metal" // These might be translated in the future //CHAR_TEX_DIRT 'D' //CHAR_TEX_GRATE 'G' //CHAR_TEX_TILE 'T' //CHAR_TEX_SLOSH 'S' //CHAR_TEX_COMPUTER 'P' //CHAR_TEX_CLIP 'I' //CHAR_TEX_ANTLION 'A' //CHAR_TEX_FOLIAGE 'O' } "Impact.Concrete" { "decals/concrete/shot1_subrect" "1" "decals/concrete/shot2_subrect" "1" "decals/concrete/shot3_subrect" "1" "decals/concrete/shot4_subrect" "1" "decals/concrete/shot5_subrect" "1" } "Impact.Metal" { "decals/metal/shot1_subrect" "1" "decals/metal/shot2_subrect" "1" "decals/metal/shot3_subrect" "1" "decals/metal/shot4_subrect" "1" "decals/metal/shot5_subrect" "1" } "Impact.Wood" { "decals/wood/shot1_subrect" "1" "decals/wood/shot2_subrect" "1" "decals/wood/shot3_subrect" "1" "decals/wood/shot4_subrect" "1" "decals/wood/shot5_subrect" "1" } "Impact.Glass" { "decals/glass/shot1_subrect" "1" "decals/glass/shot2_subrect" "1" "decals/glass/shot3_subrect" "1" "decals/glass/shot4_subrect" "1" "decals/glass/shot5_subrect" "1" } "Impact.Flesh" { "decals/flesh/blood1_subrect" "1" "decals/flesh/blood2_subrect" "1" "decals/flesh/blood3_subrect" "1" "decals/flesh/blood4_subrect" "1" "decals/flesh/blood5_subrect" "1" } "Impact.BloodyFlesh" { "decals/bloodyflesh/blood1_subrect" "1" "decals/bloodyflesh/blood2_subrect" "1" "decals/bloodyflesh/blood3_subrect" "1" "decals/bloodyflesh/blood4_subrect" "1" "decals/bloodyflesh/blood5_subrect" "1" } "Impact.AlienFlesh" { "decals/alienflesh/shot1_subrect" "1" "decals/alienflesh/shot2_subrect" "1" "decals/alienflesh/shot3_subrect" "1" "decals/alienflesh/shot4_subrect" "1" "decals/alienflesh/shot5_subrect" "1" } "Impact.Antlion" { "decals/antlion/shot1_subrect" "1" "decals/antlion/shot2_subrect" "1" "decals/antlion/shot3_subrect" "1" "decals/antlion/shot4_subrect" "1" "decals/antlion/shot5_subrect" "1" } // Sand does not have model versions of the decals. "Impact.Sand" { "decals/sand/shot1_subrect" "1" "decals/sand/shot2_subrect" "1" "decals/sand/shot3_subrect" "1" "decals/sand/shot4_subrect" "1" } "Scorch" { "decals/scorch1_subrect" "1" "decals/scorch2_subrect" "1" } "Blood" { "decals/blood1_subrect" "1" "decals/blood2_subrect" "1" "decals/blood3_subrect" "1" "decals/blood4_subrect" "1" "decals/blood5_subrect" "1" "decals/blood6_subrect" "1" } "YellowBlood" { "decals/yblood1_subrect" "1" "decals/yblood2_subrect" "1" "decals/yblood3_subrect" "1" "decals/yblood4_subrect" "1" "decals/yblood5_subrect" "1" "decals/yblood6_subrect" "1" } "GlassBreak" { "decals/break1_subrect" "1" "decals/break2_subrect" "1" "decals/break3_subrect" "1" } "BigShot" { "decals/bigshot1_subrect" "1" "decals/bigshot2_subrect" "1" "decals/bigshot3_subrect" "1" "decals/bigshot4_subrect" "1" "decals/bigshot5_subrect" "1" } "BulletProof" { "decals/bproof1_subrect" "1" } "SmallScorch" { "decals/smscorch1_subrect" "1" "decals/smscorch2_subrect" "1" "decals/smscorch3_subrect" "1" } "FadingScorch" { "decals/scorchfade_subrect" "1" } "BeerSplash" { "decals/beersplash_subrect" "1" } "ManhackCut" { "decals/manhackcut_subrect" "1" "decals/manhackcut2_subrect" "1" "decals/manhackcut3_subrect" "1" } "RedGlowFade" { "decals/redglowfade" "1" } "CombineBallFade" { "decals/combineballfade" "1" } "CombineBallFade2" { "decals/combineballfade2" "1" } "CombineBallFade3" { "decals/combineballfade3" "1" } "PlasmaGlowFade" { "decals/plasmaglowfade" "1" } "Splash" { "decals/decalsplash" "1" } "ExplosiveGunshot" { "decals/concrete/shot1_subrect" "1" } "Fire" { "sprites/fire_floor" "1" } // Currently a model version of this decal doesn't exist. "Antion.Unburrow" { "decals/unburrow_subrect" "1" } "Extinguish" { "decals/extinguish1_subrect" "1" "decals/extinguish2_subrect" "1" } // Currently a model version of these decals don't exist. "Splash.Large" { "decals/splash1_subrect" "1" "decals/splash2_subrect" "1" "decals/splash3_subrect" "1" } // Currently a model version of these decals don't exist. "Splash.Small" { "decals/splash1_subrect" "1" "decals/splash1_subrect" "1" "decals/splash1_subrect" "1" } // Currently a model version of this decal doesn't exit. "Rollermine.Crater" { "decals/rollermine_crater_subrect" "1" } "BirdPoop" { "decals/decal_birdpoop001_subrect" "1" "decals/decal_birdpoop002_subrect" "1" "decals/decal_birdpoop003_subrect" "1" "decals/decal_birdpoop004_subrect" "1" } "PaintSplatBlue" { "decals/decal_paintsplatterblue001_subrect" "1" } "PaintSplatGreen" { "decals/decal_paintsplattergreen001_subrect" "1" } "PaintSplatPink" { "decals/napalm_splash" "1" } "NapalmSplash" { "decals/napalm_splash" "1" } // Currently a model version doesn't exist and it is not in a decal page. "Antlion.Splat" { "decals/antlion/antlion_splat" "1" } "Models" { // World Model specific decal precache. "decals/concrete/shot1" "1" "decals/concrete/shot2" "1" "decals/concrete/shot3" "1" "decals/concrete/shot4" "1" "decals/concrete/shot5" "1" "decals/metal/shot1" "1" "decals/metal/shot2" "1" "decals/metal/shot3" "1" "decals/metal/shot4" "1" "decals/metal/shot5" "1" "decals/wood/shot1" "1" "decals/wood/shot2" "1" "decals/wood/shot3" "1" "decals/wood/shot4" "1" "decals/wood/shot5" "1" "decals/glass/shot1" "1" "decals/glass/shot2" "1" "decals/glass/shot3" "1" "decals/glass/shot4" "1" "decals/glass/shot5" "1" "decals/flesh/blood1" "1" "decals/flesh/blood2" "1" "decals/flesh/blood3" "1" "decals/flesh/blood4" "1" "decals/flesh/blood5" "1" "decals/bloodyflesh/blood1" "1" "decals/bloodyflesh/blood2" "1" "decals/bloodyflesh/blood3" "1" "decals/bloodyflesh/blood4" "1" "decals/bloodyflesh/blood5" "1" "decals/alienflesh/shot1" "1" "decals/alienflesh/shot2" "1" "decals/alienflesh/shot3" "1" "decals/alienflesh/shot4" "1" "decals/alienflesh/shot5" "1" "decals/antlion/shot1" "1" "decals/antlion/shot2" "1" "decals/antlion/shot3" "1" "decals/antlion/shot4" "1" "decals/antlion/shot5" "1" "decals/scorch1" "1" "decals/scorch2" "1" "decals/blood1" "1" "decals/blood2" "1" "decals/blood3" "1" "decals/blood4" "1" "decals/blood5" "1" "decals/blood6" "1" "decals/blood7" "1" "decals/blood8" "1" "decals/yblood1" "1" "decals/yblood2" "1" "decals/yblood3" "1" "decals/yblood4" "1" "decals/yblood5" "1" "decals/yblood6" "1" "decals/break1" "1" "decals/break2" "1" "decals/break3" "1" "decals/bigshot1" "1" "decals/bigshot2" "1" "decals/bigshot3" "1" "decals/bigshot4" "1" "decals/bigshot5" "1" "decals/bproof1" "1" "decals/smscorch1" "1" "decals/smscorch2" "1" "decals/smscorch3" "1" "decals/scorchfade" "1" "decals/beersplash" "1" "decals/manhackcut" "1" "decals/manhackcut2" "1" "decals/manhackcut3" "1" "decals/unburrow" "1" "decals/extinguish1" "1" "decals/extinguish2" "1" "decals/splash1" "1" "decals/splash2" "1" "decals/splash3" "1" "decals/rollermine_crater" "1" "decals/decal_birdpoop001" "1" "decals/decal_birdpoop002" "1" "decals/decal_birdpoop003" "1" "decals/decal_birdpoop004" "1" "decals/decal_paintsplatterblue001" "1" "decals/decal_paintsplattergreen001" "1" "decals/decal_paintsplatterpink001" "1" "decals/decal_paintsplatterblue_model" "1" "decals/decal_paintsplattergreen_model" "1" "decals/decal_paintsplatterpink_model" "1" "decals/antlion/antlion_splat" "1" // Model specific decal precache. "decals/beersplashmodel" "1" "decals/bigshot1model" "1" "decals/bigshot2model" "1" "decals/bigshot3model" "1" "decals/bigshot4model" "1" "decals/bigshot5model" "1" "decals/bproof1model" "1" "decals/break1model" "1" "decals/break2model" "1" "decals/break3model" "1" "decals/decal_paintsplatterblue_model" "1" "decals/decal_paintsplattergreen_model" "1" "decals/decal_paintsplatterpink_model" "1" "decals/extinguish1model" "1" "decals/extinguish2model" "1" "decals/scorch1model" "1" "decals/scorch2model" "1" "decals/scorchfademodel" "1" "decals/smscorch1model" "1" "decals/smscorch2model" "1" "decals/smscorch3model" "1" "decals/napalm_splash_model" "1" }// DSP preset definition file. ///////////////////////////////////// // WARNING: do not edit this file! // ///////////////////////////////////// // console "dsp_reload" reloads while engine running // PROCESSOR TYPE: // NULL 0 // pass through - must be 0 // DLY 1 // simple feedback reverb // RVA 2 // parallel reverbs // FLT 3 // lowpass or highpass filter // CRS 4 // chorus NOT TESTED // PTC 5 // pitch shifter NOT TESTED (UPDATE: DOES NOT INTEGRATE WITH NEW SOUND LENGTH CODE. DO NOT USE.) // ENV 6 // adsr envelope NOT TESTED // LFO 7 // lfo // EFO 8 // envelope follower/gate // MDY 9 // mod delay // DFR 10 // diffusor - n series allpass delays // AMP 11 // amplifier with distortion // FILTER TYPE: // LP 0 // lowpass filter // HP 1 // highpass filter // BP 2 // bandpass filter // FILTER QUALITY: // LO 0 // quality of filter or reverb. Must be 0,1,2,3. // MED 1 // HI 2 // VHI 3 // DELAY TYPE: // PLAIN 0 // single feedback loop // ALLPASS 1 // feedback and feedforward loop - flat frequency response (diffusor) // LOWPASS 2 // lowpass filter in feedback loop // DLINEAR 3 // linear delay, no feedback, unity gain // FLINEAR 4 // linear delay with lowpass filter and output gain // LOWPASS_4TAP 5 // lowpass filter in feedback loop, 4 delay taps // PLAIN_4TAP 6 // single feedback loop, 4 delay taps // LFO TYPE: // SIN 0 // sine wav // TRI 1 // triangle wav // SQR 2 // square wave, 50% duty cycle // SAW 3 // forward saw wav // RND 4 // random wav // LOG_IN 5 // logarithmic fade in NOT TESTED // LOG_OUT 6 // logarithmic fade out NOT TESTED // LIN_IN 7 // linear fade in // LIN_OUT 8 // linear fade out // ENVELOPE TYPE: // LIN 0 // linear a,d,s,r // EXP 1 // exponential a,d,s,r (IGNORED) // PRESET CONFIGURATION TYPE: // SIMPLE 0 // optimized // LINEAR 1 // optimized // PARALLEL2 5 // PARALLEL4 6 // PARALLEL5 7 // FEEDBACK 8 // FEEDBACK3 9 // FEEDBACK4 10 // MOD 11 // NOT TESTED // MOD2 12 // NOT TESTED // MOD3 13 // NOT TESTED // PSET_SIMPLE 0 // x(n)--->P(0)--->y(n) // PSET_LINEAR 1 // x(n)--->P(0)-->P(1)-->...P(m)--->y(n) // PSET_PARALLEL2 5 // x(n)--->P(0)-->(+)-->y(n) // ^ // | // x(n)--->P(1)----- // PSET_PARALLEL4 6 // x(n)--->P(0)-->P(1)-->(+)-->y(n) // ^ // | // x(n)--->P(2)-->P(3)----- // PSET_PARALLEL5 7 // x(n)--->P(0)-->P(1)-->(+)-->P(4)-->y(n) // ^ // | // x(n)--->P(2)-->P(3)----- // PSET_FEEDBACK 8 // x(n)-P(0)--(+)-->P(1)-->P(2)-->->y(n) // ^ | // | v // -----P(4)<--P(3)-- // PSET_FEEDBACK3 9 // x(n)---(+)-->P(0)--------->y(n) // ^ | // | v // -----P(2)<--P(1)-- // PSET_FEEDBACK4 10 // x(n)---(+)-->P(0)-------->P(3)--->y(n) // ^ | // | v // ---P(2)<--P(1)-- // PSET_MOD 11 // x(n)------>P(1)--P(2)--P(3)--->y(n) // ^ // x(n)------>P(0)....: // PSET_MOD2 12 // x(n)-------P(1)-->y(n) // ^ // x(n)-->P(0)..: // PSET_MOD3 13 // x(n)-------P(1)-->P(2)-->y(n) // ^ // x(n)-->P(0)..: // PRESET DEFINITIONS: (correct use of parentheses is critical for parsing) // // { <# processors> // { ...} // { ...} ... } // Presets are made up of one or more processors. A preset corresponds to a 'room'. // #: preset number - must be unique, no holes in # sequence (although sequential order in this file is not important) // ptype: preset type from PSET_* above - typically LINEAR - this is how the processors are chained // mixrng: min and max dsp mix values for sounds. mix value is based on sound source distance from listener. // Smaller rooms have larger min values. Sounds far from listener have more dsp fx mix. // duration: if 0.0, preset lasts until another is set // if > 0.0 duration is preset duration in seconds. resets to previous preset when time expires // fadetime: time to fade out preset if duration > 0.0. if fadetime < 0, exponential fade. // db_min: for dsp_room only: if sndlvl in dB of a new sound is < db_min, reduce mix_min/max by db_mixdrop // db_mixdrop: for dsp_room only: reduce mix_min/max by n% if sndlvl of new sound less than db_min // so - for some rooms (ie: outside) low level sounds get less dsp fx mix // ******************************************************************* // presets 0-29 map to legacy room_type 0-29. Don't change order or # // ******************************************************************* // # ptype mixrng dur fade dbmin mixdrop // *** NULL PRESET *** { 0 LINEAR 0.2 0.7 0.0 0.0 80 0.5 {0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 } } // *** AUTO PRESET *** { 1 LINEAR 0.2 0.7 0.0 0.0 80 0.5 {0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 } } // *** METALIC S *** { 2 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 80.0 30.0 4 0.85 1.1 4000 1 0 0 0 0 0 0 0 0 0} } // *** METALIC M *** { 3 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 80.0 30.0 4 0.9 1.4 4000 1 0 0 0 0 0 0 0 0 0} } // *** METALIC L *** { 4 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.1483 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 100.0 30.0 4 0.95 1.8 4000 1 0 0 0 0 0 0 0 0 0} } // *** TUNNEL S *** { 5 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 8.0 2 0.92 1.1 6000 1 0 0 0 0 0 0 0 0 0} } // *** TUNNEL M *** { 6 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 100.0 15.0 2 0.92 1.1 5000 1 0 0 0 0 0 0 0 0 0} } // *** TUNNEL L *** { 7 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 120.0 25.0 2 0.95 1.1 4000 1 0 0 0 0 0 0 0 0 0} } // *** CHAMBER S *** { 8 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 6 0.9 1.4 5000 1 4 3.48 0 0 0 0 0 0 0} } // *** CHAMBER M *** { 9 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 6 0.9 1.4 6000 1 4 3.48 0 0 0 0 0 0 0} } // *** CHAMBER L *** { 10 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 9 0.9 1.4 6000 1 4 3.48 0 0 0 0 0 0 0} } // *** BRITE S *** { 11 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 3 0.9 1.0 5000 1 0 0 0 0 0 0 0 0} } // *** BRITE M *** { 12 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 5 0.9 1.0 5000 1 0 0 0 0 0 0 0 0} } // *** BRITE L *** { 13 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 6 0.9 1.0 6000 0 0 0 0 0 0 0 0 0} } // *** WATER S *** { 14 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // AMP gain vthresh distmix vfeed modrate moddepth modglide rand { AMP 1.0 0 0 0.0 10.0 0.6 80 0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 82.0 59.0 2 0.4 2.0 1800 0 10 3.0 0 0 0 0 0 0 0} } // *** WATER M *** { 15 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 5 0.9 1.4 1000 0 4 3.48 0 0 0 0 0 0 0} } // *** WATER L *** { 16 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 7 0.9 1.0 1000 0 4 3.48 0 0 0 0 0 0 0} // MDY dtype delay feedback gain ftype cutoff qwidth qual modrate moddepth modglide mix { MDY PLAIN 500.0 0.4 1.0 0 0 0 LO 2.0 0.01 15 1.0 } } // *** CONCRETE S *** { 17 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 6 0.9 1.4 4000 1 4 3.48 0 0 0 0 0 0 0} } // *** CONCRETE M *** { 18 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 7 0.9 1.4 3500 1 4 3.48 0 0 0 0 0 0 0} } // *** CONCRETE L *** { 19 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 8 0.9 1.4 3000 1 4 3.48 0 0 0 0 0 0 0} } // *** OUTSIDE S *** { 20 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 300.0 0.5 0.84 LP 2000 0 LO 0 0 0} } // *** OUTSIDE M *** { 21 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 400.0 0.5 0.84 LP 1500 0 LO 0 0 0} } // *** OUTSIDE L *** { 22 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 750.0 0.5 0.84 LP 1000 0 LO 0 0 0} } // *** CAVERN S *** { 23 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 150.0 0.5 0.84 LP 3000 0 LO} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 1.3 0.9 1.0 1500 1 4 3.48 0 0 0 0 0 0 0} } // *** CAVERN M *** { 24 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 200.0 0.7 0.6 LP 3000 0 LO} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 7 0.9 1.0 1500 1 4 3.48 0 0 0 0 0 0 0} } // *** CAVERN L *** { 25 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 300.0 0.7 0.6 LP 3000 0 LO} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 9 0.9 1.0 1500 1 4 3.48 0 0 0 0 0 0 0} } // *** WEIRD 1 *** { 26 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 400.0 0.5 0.6 LP 1500 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 2 0.15 } } // *** WEIRD 2 *** { 27 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 400.0 0.5 0.6 LP 1500 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 2 0.15 } } // *** WEIRD 3 *** { 28 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS 400.0 0.5 0.6 LP 1500 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 2 0.15 } } // *** WEIRD 4 *** { 29 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY 2 400.0 0.5 0.6 LP 1500 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 2 0.15 } } // *********************************************** // presets 30-43 are system presets. Don't change. // *********************************************** // # ptype mixrng dur fade dbmin mixdrop // *** LOWPASS - FACING AWAY *** { 30 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // FLT ftype cutoff qwidth quality gain { FLT LP 3000 0 MED 1.0} } // *** LOWPASS - FACING AWAY + 80ms delay *** { 31 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // FLT ftype cutoff qwidth quality gain { FLT LP 1000 0 MED 1.0} // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY DLINEAR 80.0 0.0 1.0 0 0 0 LO 0 0 0} } // *** EXPLOSION RING 1 *** { 32 LINEAR 0.2 0.7 1.6 -1.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // FLT ftype cutoff qwidth quality gain { FLT LP 1000 0 MED 0.25} } // *** EXPLOSION RING 2 *** { 33 LINEAR 0.2 0.7 1.6 -1.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // FLT ftype cutoff qwidth quality gain { FLT LP 1000 0 MED 0.25} } // *** EXPLOSION RING 3 *** { 34 LINEAR 0.2 0.7 1.6 -1.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // FLT ftype cutoff qwidth quality gain { FLT LP 1000 0 MED 0.25} } { 35 LINEAR 0.2 0.7 1.6 -1.0 80 0.5 // *** SHOCK MUFFLE 1 *** // DFR size #dly feedbk { DFR 1.0 2 0.15 } // LFO wavtype rate foneshot gain { LFO SIN 3000.0 0.0 0.25} } { 36 LINEAR 0.2 0.7 1.6 -1.0 80 0.5 // *** SHOCK MUFFLE 2 *** // DFR size #dly feedbk { DFR 1.0 2 0.15 } // LFO wavtype rate foneshot gain { LFO SIN 3000.0 0.0 0.25} } { 37 LINEAR 0.2 0.7 1.6 -1.0 80 0.5 // *** SHOCK MUFFLE 3 *** // DFR size #dly feedbk { DFR 1.0 2 0.15 } // LFO wavtype rate foneshot gain { LFO SIN 3000.0 0.0 0.25} } { 38 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // *** DISTORTED SPEAKER 0 *** // AMP gain vthresh distmix vfeed { AMP 100.0 0.005 1.0 0.0} // FLT ftype cutoff qwidth quality gain { FLT HP 1000 0 LO 1.0} { FLT LP 2000 0 LO 1.0} { FLT LP 2000 0 LO 0.8} } { 39 LINEAR 0.2 0.7 1.0 -0.2 80 0.5 // *** STRIDER PRE-FIRE *** // LFO wavtype rate foneshot gain { LFO SQR 50.0 0.0 0.1} } // *** PLAYER SPATIAL (WALL) DELAY *** { 40 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // MDY dtype delay feedback gain ftype cutoff qwidth qual modrate moddepth modglide mix { MDY LINEAR 100.0 0.0 1.0 0 0 0 0 0 0.0 50 1.0 } } // *** 41-43 RESERVED for spatial delays *** { 41 LINEAR 0.2 0.7 0.0 0.0 80 0.5 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 42 LINEAR 0.2 0.7 0.0 0.0 80 0.5 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 43 LINEAR 0.2 0.7 0.0 0.0 80 0.5 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } // ************************************************* // presets 44-49 are slots reserved for test presets // ************************************************* // # ptype mixrng dur fade dbmin mixdrop // PTC pitch timeslice xfade { 44 LINEAR 0.2 0.7 0 0 0 0{ PTC 1.1 100.0 20.0 } } // pitch up 10% { 45 LINEAR 0.2 0.7 0 0 0 0{ PTC 0.9 100.0 20.0 } } // pitch down 10% // EFO thresh attackms decayms { 46 LINEAR 0.2 0.7 0 0 0 0 { EFO -20.0 100.0 200.0 } } // CRS lfowav rate depth mix { 47 LINEAR 0.2 0.7 0 0 0 0 { CRS SIN 10 1.0 0.5 } } // EFO thresh attackms decayms { 48 LINEAR 0.2 0.7 0 0 0 0 { EFO -30 20.0 200.0 } } { 49 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } // ************************************************* // presets 50-59 are slots reserved for dsp_speaker presets // ************************************************* // # ptype mixrng dur fade dbmin mixdrop { 50 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 51 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 52 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 53 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 54 LINEAR 0.2 0.7 0 0 0 0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 55 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // *** SPEAKER, LOUDER *** // AMP gain vthresh distmix vfeed { AMP 10.0 0.01 0.65 0.0} { AMP 0.65 1.0 0.0 0.0} // FLT ftype cutoff qwidth quality gain { FLT BP 2500 4000 HI 1.8} } { 56 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // *** SPEAKER VERY SMALL *** // AMP gain vthresh distmix vfeed { AMP 10.0 0.01 0.65 0.0} { AMP 0.65 1.0 0.0 0.0} // FLT ftype cutoff qwidth quality gain { FLT BP 2500 3800 HI 1.0} { FLT BP 2500 3800 HI 2.5} } { 57 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // *** LOUDSPEAKER *** // AMP gain vthresh distmix vfeed { AMP 10.0 0.01 0.65 0.0} { AMP 0.65 1.0 0.0 0.0} // FLT ftype cutoff qwidth quality gain { FLT BP 2500 1000 HI 1.0} // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY PLAIN 180.0 0.28 1.7 LP 3000 0 LO 0 0 0} } { 58 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // *** SPEAKER SMALL *** // AMP gain vthresh distmix vfeed { AMP 10.0 0.01 0.65 0.0} { AMP 0.65 1.0 0.0 0.0} // FLT ftype cutoff qwidth quality gain { FLT BP 2500 4000 HI 1.0} } { 59 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // *** SPEAKER VERY SMALL *** // AMP gain vthresh distmix vfeed { AMP 10.0 0.01 0.65 0.0} { AMP 0.65 1.0 0.0 0.0} // FLT ftype cutoff qwidth quality gain { FLT BP 2500 3800 HI 1.0} { FLT BP 2500 3800 HI 2.0} } // ************************************************************ // presets 60-100 are memory slots reserved for auto dsp create // ************************************************************ // # ptype mix { 60 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 61 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 62 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 63 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 64 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 65 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 66 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 67 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 68 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 69 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 70 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 71 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 72 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 73 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 74 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 75 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 76 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 77 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 78 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 79 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 80 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 81 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 82 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 83 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 84 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 85 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 86 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 87 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 88 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 89 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 90 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 91 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 92 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 93 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 94 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 95 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 96 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 97 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 98 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } { 99 LINEAR 0.2 0.7 0.0 0.0 0.0 0.0 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0} } // ********************************************************* // *** presets 100+ are templates for automatic dsp creation // ********************************************************* // these convars store the index to the first preset for each shape type in dsp_presets.txt //ConVar adsp_room_min("adsp_room_min", 102); //ConVar adsp_duct_min("adsp_duct_min", 106); //ConVar adsp_hall_min("adsp_hall_min", 110); //ConVar adsp_tunnel_min("adsp_tunnel_min", 114); //ConVar adsp_street_min("adsp_street_min", 118); //ConVar adsp_alley_min("adsp_alley_min", 122); //ConVar adsp_courtyard_min("adsp_courtyard_min", 126); //ConVar adsp_openspace_min("adsp_openspace_min", 130); //ConVar adsp_openwall_min("adsp_openwall_min", 130); //ConVar adsp_openstreet_min("adsp_openstreet_min", 118); //ConVar adsp_opencourtyard_min("adsp_opencourtyard_min", 126); // Automatic dsp parameter notes: // setting dsp_room to 1 invokes the automatic dsp creator. It stays active until // dsp_room is set to some other value. // The dsp interpolator blends between two presetes. For instance, a new preset is created // between ROOM EMPTY SMALL BRIGHT and ROOM EMPTY HUGE DULL // based on size of room and reflectivity. ROOM EMPTY vs ROOM FULL is chosen based on room diffusion - // ie: how full of objects the room is. Room type, such as ROOM, HALL, TUNNEL is chosen based on // shape of space. // For RVA: // if w, d or h param is -1 then parameters are set using room size // if w, d or h is non-zero, then size and size_min are ignored // if fw, fd and fh are zero, then feedbk is used for w, d, h and normalized for constant fade time // if fw, fd or fh is < 0, the corresponding delay param w,d,h is used as a predelay // For DLY: // if delay is -1, delay is set directly from room size * 2 // NOTE: all presets have processor gains set such that signal in db = signal out db (0 db gain). ////////////////////////////////// // DO NOT MODIFY THESE PRESETS!!!! ////////////////////////////////// # type mix min dur fade dbmin dbdrop { 100 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 80.0 30.0 4 0.9 1.4 4000 1 0 0 0 0 0 0 0 0 0} } { 101 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 300.0 150.0 2 0.6 1.0 6000 0 0 1.141 0 0 0 0 0 0 0.23861 } // EFO thresh attackms decayms { EFO -30 20.0 200.0 } } // ROOM EMPTY SMALL BRIGHT - min parameters { 102 LINEAR 0.3 0.8 0.0 0.0 80 0.5 // 0.9 0.9 0.5 // -1 -1 -1 0.0 0.0 0.0 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 80.0 30.0 2 0.78 1.1 6000 1 0 0 0 0 0 0 0 0 0 } } // ROOM EMPTY HUGE DULL - max parameters { 103 LINEAR 0.32 0.8 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 240.0 50.0 10 0.97 2.4 1800 1 0 0 0 0 0 0 0 0 0 } } // ROOM DIFFUSE SMALL BRIGHT - min parameters { 104 LINEAR 0.63 0.8 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 80.0 30.0 3 0.78 1.4 5000 1 4 2.0 0 0 0 0 0 0 0 } } // ROOM DIFFUSE HUGE DULL - max parameters { 105 LINEAR 0.32 0.8 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 240.0 50.0 12 0.97 2.4 1600 1 6 2.0 0 0 0 0 0 0 0 } } // DUCT EMPTY SMALL BRIGHT - min parameters { 106 LINEAR 0.4 0.9 0.0 0.0 80 0.5 // 6 12 4 0.95 -0.8 0.3 0 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 150.0 10.0 2 0.90 2.0 6000 1 0 0 0 0 0 0 0 0 0} } // DUCT EMPTY HUGE DULL - max parameters { 107 LINEAR 0.4 0.9 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.1483 } // 96 192 64 0.95 -0.8 0.3 0 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 300.0 12.0 3 0.95 2.0 2000 1 0 0 0 0 0 0 0 0 0} } // DUCT DIFFUSE SMALL BRIGHT - min parameters { 108 LINEAR 0.4 0.9 0.0 0.0 80 0.5 // 6 12 4 0.95 -0.8 0.3 0 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 150.0 10.0 2 0.90 2.0 6000 1 0 0 0 0 0 0 0 0 0} } // DUCT DIFFUSE HUGE DULL - max parameters { 109 LINEAR 0.4 0.9 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.1483 } // 96 192 64 0.95 -0.8 0.3 0 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 300.0 12.0 3 0.95 2.0 2000 1 0 0 0 0 0 0 0 0 0} } // HALL EMPTY SMALL BRIGHT - min parameters { 110 LINEAR 0.3 0.8 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 3 0.0 2.0 6000 1 0 0 7 20 10 0.85 -0.9 0.3 0} } // HALL EMPTY HUGE DULL - max parameters { 111 LINEAR 0.3 0.8 0.0 0.0 80 0.5 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 6 0.0 1.8 4000 1 0 0 9 192 64 0.85 -0.3 0.3 0} } // HALL DIFFUSE SMALL BRIGHT - min parameters { 112 LINEAR 0.3 0.8 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.1483 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 3 0.0 2.0 6000 1 0 0 7 20 10 0.85 -0.9 0.3 0} } // HALL DIFFUSE HUGE DULL - max parameters { 113 LINEAR 0.3 0.8 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.1483 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 6 0.0 1.8 4000 1 0 0 9 192 64 0.58 -0.3 0.3 0} } // TUNNEL EMPTY SMALL BRIGHT - min parameters { 114 LINEAR 0.4 0.9 0.0 0.0 80 0.7 // DFR size #dly feedbk { DFR 1.0 2 0.1483 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 6 0.0 2.0 6000 1 0 0 8 32 10 0.94 -0.9 0.4 0} } // TUNNEL EMPTY HUGE DULL - max parameters { 115 LINEAR 0.4 0.9 0.0 0.0 80 0.7 // DFR size #dly feedbk { DFR 1.0 3 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 9 0.0 2.0 4000 1 0 0 48 192 64 0.97 -0.4 0.5 0} } // TUNNEL DIFFUSE SMALL BRIGHT - min parameters { 116 LINEAR 0.4 0.9 0.0 0.0 80 0.7 // DFR size #dly feedbk gain { DFR 1.0 3 0.15 1.0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 9 0.0 2.0 6000 1 0 0.0 8 32 10 0.96 -0.9 0.4 0} } // TUNNEL DIFFUSE HUGE DULL - max parameters { 117 LINEAR 0.4 0.9 0.0 0.0 80 0.7 // DFR size #dly feedbk gain { DFR 1.0 4 0.15 1.0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 12 0.0 2.0 4000 1 0 0.0 48 192 64 0.97 -0.4 0.4 0} } // STREET EMPTY SMALL BRIGHT - min parameters { 118 LINEAR 0.3 0.8 0.0 0.0 75 0.3 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 4000 1 0 0.0 50 200 120 0.48 -0.16 -0.3 0} } // STREET EMPTY HUGE DULL - max parameters { 119 LINEAR 0.3 0.8 0.0 0.0 75 0.3 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 1000 1 0 0.0 100 500 120 0.4 -0.12 -0.2 0} } // STREET DIFFUSE SMALL BRIGHT - min parameters { 120 LINEAR 0.3 0.8 0.0 0.0 75 0.3 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 4000 1 0 0.0 50 200 120 0.48 -0.16 -0.3 0} } // STREET DIFFUSE HUGE DULL - max parameters { 121 LINEAR 0.3 0.8 0.0 0.0 75 0.3 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 1000 1 0 0.0 100 500 120 0.4 -0.12 -0.2 0} } // ALLEY EMPTY SMALL BRIGHT - min parameters { 122 LINEAR 0.32 0.8 0.0 0.0 60 0.3 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 5000 1 0 0.0 50 100 70 0.5 -0.3 -0.3 0} } // ALLEY EMPTY HUGE DULL - max parameters { 123 LINEAR 0.32 0.8 0.0 0.0 60 0.3 // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 3000 1 0 0.0 50 200 70 0.5 -0.26 -0.2 0} } // ALLEY DIFFUSE SMALL BRIGHT - min parameters { 124 LINEAR 0.32 0.8 0.0 0.0 60 0.3 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 5000 1 0 0.0 50 100 70 0.5 -0.29 -0.3 0} } // ALLEY DIFFUSE HUGE DULL - max parameters { 125 LINEAR 0.32 0.8 0.0 0.0 60 0.3 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fd fh ftap { RVA 0.0 0.0 1 0.0 2.7 3000 1 0 0.0 50 200 70 0.5 -0.26 -0.2 0} } // COURTYARD EMPTY SMALL BRIGHT - min parameters { 126 LINEAR 0.21 0.8 0.0 0.0 95 0.1 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS -1.0 0.5 1.2 LP 4000 0 LO -1 -1 -1} } // COURTYARD EMPTY HUGE DULL - max parameters { 127 LINEAR 0.21 0.8 0.0 0.0 95 0.1 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS -1.0 0.4 1.2 LP 900 0 LO -1 -1 -1} } // COURTYARD DIFFUSE SMALL BRIGHT - min parameters { 128 LINEAR 0.21 0.8 0.0 0.0 95 0.1 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS -1.0 0.5 1.2 LP 4000 0 LO -1 -1 -1} } // COURTYARD DIFFUSE HUGE DULL - max parameters { 129 LINEAR 0.21 0.8 0.0 0.0 95 0.1 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LOWPASS -1.0 0.2 1.2 LP 900 0 LO -1 -1 -1} } // OPENSPACE EMPTY SMALL BRIGHT - min parameters { 130 LINEAR 0.22 0.6 0.0 0.0 95 0.1 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LINEAR 300.0 0.2 1.0 LP 3000 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 3 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY PLAIN 180.0 0.15 1.0 LP 3000 0 LO 0 0 0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 340.0 220.0 6 0.8 1.0 1500 0 10 2.0 0 0 0 0 0 0 0 } } // OPENSPACE EMPTY HUGE DULL - max parameters { 131 LINEAR 0.22 0.6 0.0 0.0 95 0.1 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LINEAR 500.0 0.2 1.0 LP 3000 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 4 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY PLAIN 500.0 0.2 1.0 LP 3000 0 LO 0 0 0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 340.0 200.0 6 0.9 1.5 900 0 10 2.0 0 0 0 0 0 0 0 } } // OPENSPACE DIFFUSE SMALL BRIGHT - min parameters { 132 LINEAR 0.2 0.7 0.0 0.0 95 0.1 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LINEAR 300.0 0.2 1.0 LP 3000 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 3 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY PLAIN 180.0 0.15 1.0 LP 3000 0 LO 0 0 0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 340.0 220.0 6 0.8 1.0 1500 0 10 2.0 0 0 0 0 0 0 0 } } // OPENSPACE DIFFUSE HUGE DULL - max parameters { 133 LINEAR 0.2 0.7 0.0 0.0 95 0.1 // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY LINEAR 500.0 0.2 1.0 LP 3000 0 LO 0 0 0} // DFR size #dly feedbk { DFR 1.0 4 0.15 } // DLY dtype delay feedbk gain ftype cutoff qwidth quality tap1 tap2 tap3 { DLY PLAIN 500.0 0.2 1.0 LP 3000 0 LO 0 0 0} // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 340.0 200.0 6 0.9 1.5 900 0 10 2.0 0 0 0 0 0 0 0 } } { 134 LINEAR 0.2 0.7 0.0 0.0 80 0.5 // DFR size #dly feedbk { DFR 1.0 2 0.15 } // RVA size min #dly feedbk gain cutoff fpar fmod rate w d h fw fw fh ftap { RVA 50.0 20.0 5 0.9 1.4 2000 0 4 3.48 0 0 0 0 0 0 0} } ///////////////////////////////////////////////////// // description of parameters for all processor types: ///////////////////////////////////////////////////// /////////// // Filters /////////// // ftype: filter type FLT_LP, FLT_HP, FLT_BP // cutoff: cutoff frequency in hz at -3db gain // qwidth: width of BP (if qwidth > 0 then cutin = cutoff and cutoff = cutoff + qwidth) // quality: QUA_LO, _MED, _HI _VHI 0,1,2,3 = # of series filters // gain: 0-10.0 output gain ////////// // Delays ////////// // dtype: delay type DLY_PLAIN, DLY_LOWPASS, DLY_ALLPASS // delay: delay in milliseconds (room max size in feet) // feedback: feedback 0-1.0 // gain: final gain of output stage, 0-10.0 /////////// // Reverbs /////////// // size_max: 0-1000.0 millisec (room width in feet) - delay max // size_min: 0-1000.0 millisec (room width in feet) - delay min // #dly: controls # of parallel or series delays // feedbk: 0-1.0 scales feedback parameters // gain: final gain of output stage, 0-1.0 // fparallel: if true, filters are built into delays, otherwise filter output only // cutoff: if > 0, feedback loop is Lowpass filtered to cutoff in Hz // fmoddly: if > 0 all delays are modulating delays, param controls depth in milliseconds of modulation // rate: if fmoddly > 0, controls mod rate - ie: # of delay passes that occur between delay modulations // width: 0-1000.0 millisec (room width in feet) - used instead of size if non-zero // depth: 0-1000.0 room depth in feet - used instead of size if non-zero // height: 0-1000.0 room height in feet - used instead of size if non-zero // fbwidth: -1.0-1.0 material reflectivity - used as feedback param instead of decay if non-zero // fbdepth: -1.0-1.0 material reflectivity - used as feedback param instead of decay if non-zero // fbheight:-1.0-1.0 material reflectivity - used as feedback param instead of decay if non-zero // if < 0, a predelay is allocated, then feedback is -1*param given // ftaps: if > 0, scales all tap delays as D ( 1 - N * tap) n = 0,1,2,3 ///////////// // Diffusors ///////////// // size: 0-1.0 scales all delays (13ms to 41ms * scale = delay) // #dly : 0-4.0 controls # of series delays // feedbk: 0-1.0 scales all feedback parameters ////////////// // Amplifiers ////////////// // {amp_gain, 0.0, 10.0}, // amplification // {amp_vthresh, 0.0, 1.0}, // threshold for distortion (1.0 = no distortion) // {amp_distmix, 0.0, 1.0}, // mix of clean and distortion (1.0 = full distortion, 0.0 = full clean) // {amp_vfeed, 0.0, 1.0}, // distortion feedback // modrate, 0.01, 200.0}, // frequency at which amplitude values change to new random value. 0 is no self-modulation // moddepth, 0.0, 1.0}, // how much amplitude changes (decreases) from current value (0-1.0) // modglide, 0.01, 100.0}, // glide time between mapcur and ampnew in milliseconds // rand 0, 1 // if 1, modulate randomly between gain & g*(1-depth). otherwise alternate gain/gainmin //////// // LFOs //////// // wavtype: lfo type to use (LFO_SIN, LFO_RND...) // rate: modulation rate in hz. for MDY, 1/rate = 'glide' time in seconds // foneshot: 1.0 if lfo is oneshot // gain: scale output amplitude by gain 0-1.0 ///////// // Pitch ///////// // pitch: 0-n.0 where 1.0 = 1 octave up and 0.5 is one octave down // timeslice: in milliseconds - size of sound chunk to analyze and cut/duplicate - 100ms nominal // xfade: in milliseconds - size of crossfade region between spliced chunks - 20ms nominal ///////////// // Envelopes ///////////// // etype: ENV_LINEAR, ENV_LOG - currently ignored // amp1: attack peak amplitude 0-1.0 // amp2: decay target amplitued 0-1.0 // amp3: sustain target amplitude 0-1.0 // attack time in milliseconds // envelope decay time in milliseconds // sustain time in milliseconds // release time in milliseconds // exp: if 1, use exponential curves ////////////// // Mod delays ////////////// // dtype: delay type DLY_PLAIN, DLY_LOWPASS, DLY_ALLPASS // delay: delay in milliseconds // feedback: feedback 0-1.0 // gain: final gain of output stage, 0-1.0 // modrate: frequency at which delay values change to new random value. 0 is no self-modulation // moddepth: how much delay changes (decreases) from current value (0-1.0) // modglide: glide time between dcur and dnew in milliseconds ////////// // Chorus ////////// // lfowav: lfotype is LFO_SIN, LFO_RND, LFO_TRI etc (LFO_RND for chorus, LFO_SIN for ******) // rate: rate is modulation frequency in Hz // depth: depth is modulation depth, 0-1.0 // mix: mix is mix of chorus and clean signal ////////////////////////// // Envelope follower/ Gate ////////////////////////// // threshold, 0.0, -140.0 // gate threshold in db. if 0.0 then no gate. // attack, 0.0, 20000.0 // attack time in milliseconds // decay, 0.0, 20000.0 // envelope decay time in milliseconds // exp, 0.0, 1.0 // if 1.0 use exponential decay // UNDONE: stock reverb presets: // carpet hallway // tile hallway // wood hallway // metal hallway // train tunnel // sewer main tunnel // concrete access tunnel // cave tunnel // sand floor cave tunnel // metal duct shaft // elevator shaft // large elevator shaft // parking garage // aircraft hangar // cathedral // train station // small cavern // large cavern // huge cavern // watery cavern // long, low cavern // wood warehouse // metal warehouse // concrete warehouse // small closet room // medium drywall room // medium wood room // medium metal room // elevator // small metal room // medium metal room // large metal room // huge metal room // small metal room dense // medium metal room dense // large metal room dense // huge metal room dense // small concrete room // medium concrete room // large concrete room // huge concrete room // small concrete room dense // medium concrete room dense // large concrete room dense // huge concrete room dense // soundproof room // carpet lobby // swimming pool // open park // open courtyard // wide parkinglot // narrow street // wide street, short buildings // wide street, tall buildings // narrow canyon // wide canyon // huge canyon // small valley // wide valley // wreckage & rubble // small building cluster // wide open plain // high vista // alien interior small // alien interior medium // alien interior large // alien interior huge // special fx presets: // alien citadel // teleport aftershock (these presets all ADSR timeout and reset the dsp_* to 0) // on target teleport // off target teleport // death fade // beam stasis // scatterbrain // pulse only // slomo // hypersensitive // supershocker // physwhacked // forcefieldfry // juiced // zoomed in // crabbed // barnacle gut // bad transmission // pst prm gn p1 p1 p3 p4 p5 p6 p7 p8.... //dsp_parm 10 1 1.8 1.0 1.0 0.9 0 1000 500 1 1 0 0 0 0 0 0 0 // diffuse medium room, metal //dsp_parm 10 1 1.3 1.0 1.0 0.8 0 1000 500 1 1 0 0 0 0 0 0 0 // diffuse medium room dull //dsp_parm 10 1 1.3 1.0 1.0 0.8 0 4000 2000 1 1 0 0 0 0 0 0 0 // diffuse medium room //dsp_parm 10 1 1.3 1.0 1.0 0.8 0 8000 2000 1 1 0 0 0 0 0 0 0 // diffuse medium room bright //dsp_parm 10 1 1.4 1.5 1.0 0.84 0 8000 2000 1 1 0 0 0 0 0 0 0 // diffuse larger room bright // Game specific definitions "$game" "HL2 SDK Game" // Valve Game Info file // These are key/value pairs. Certain mods will use different settings. // GameInfo { game "Eternal-Silence" title "Eternal-Silence" //title2 "source" type multiplayer_only nomodels 1 nohimodel 1 nocrosshair 0 } // Channels // CHAN_AUTO = 0, // CHAN_WEAPON = 1, // CHAN_VOICE = 2, // CHAN_ITEM = 3, // CHAN_BODY = 4, // CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area // CHAN_STATIC = 6, // allocate channel from the static area // these can be set with "channel" "2" or "channel" "chan_voice" //----------------------------------------------------------------------------- // 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 "AI_BaseNPC.BodyDrop_Heavy" { "channel" "CHAN_BODY" "volume" "1" "soundlevel" "SNDLVL_75dB" "pitch" "90" "rndwave" { "wave" "physics/flesh/flesh_impact_hard1.wav" "wave" "physics/flesh/flesh_impact_hard2.wav" "wave" "physics/flesh/flesh_impact_hard3.wav" "wave" "physics/flesh/flesh_impact_hard4.wav" "wave" "physics/flesh/flesh_impact_hard5.wav" "wave" "physics/flesh/flesh_impact_hard6.wav" } } "AI_BaseNPC.BodyDrop_Light" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_75dB" "pitch" "105" "rndwave" { "wave" "physics/flesh/flesh_impact_hard1.wav" "wave" "physics/flesh/flesh_impact_hard2.wav" "wave" "physics/flesh/flesh_impact_hard3.wav" "wave" "physics/flesh/flesh_impact_hard4.wav" "wave" "physics/flesh/flesh_impact_hard5.wav" "wave" "physics/flesh/flesh_impact_hard6.wav" } } "AI_BaseNPC.SwishSound" { "channel" "CHAN_BODY" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "npc/zombie/claw_miss2.wav" } "AI_BaseNPC.SentenceStop" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "wave" "common/null.wav" } "BaseCombatCharacter.CorpseGib" { "channel" "CHAN_WEAPON" "volume" "1" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "physics/flesh/flesh_squishy_impact_hard2.wav" } } "BaseCombatCharacter.StopWeaponSounds" { "channel" "CHAN_WEAPON" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "BaseCombatCharacter.AmmoPickup" { "channel" "CHAN_ITEM" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "items/ammo_pickup.wav" } "BaseCombatWeapon.WeaponDrop" { "channel" "CHAN_VOICE" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "95,110" "rndwave" { "wave" "physics/metal/weapon_impact_hard1.wav" "wave" "physics/metal/weapon_impact_hard2.wav" "wave" "physics/metal/weapon_impact_hard3.wav" } } "BaseCombatWeapon.WeaponMaterialize" { "channel" "CHAN_WEAPON" "volume" "1" "soundlevel" "SNDLVL_75dB" "pitch" "150" "wave" "items/suitchargeok1.wav" } "General.BurningFlesh" { "channel" "CHAN_WEAPON" "volume" "0.45" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/headcrab/headcrab_burning_loop2.wav" } "General.BurningObject" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "ambient/fire/fire_small_loop2.wav" } "General.StopBurning" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "common/null.wav" } // ************************************************************** // HL2 ambient generic sounds for general use by level designers: // ambients, explosions, water, fire, weather, sirens etc. "explode_1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_1.wav" } "explode_2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_2.wav" } "explode_3" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_3.wav" } "explode_4" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_4.wav" } "explode_5" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_5.wav" } "explode_6" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_6.wav" } "explode_7" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_7.wav" } "explode_8" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_8.wav" } "explode_9" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_GUNFIRE" "wave" "ambient/explosions/explode_9.wav" } "fire_large" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "ambient/fire/fire_big_loop1.wav" } "fire_medium" { "channel" "CHAN_STATIC" "volume" "0.5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "ambient/fire/fire_med_loop1.wav" } "Fire.Plasma" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "wave" "ambient/fire/firebig.wav" } "Splash.SplashSound" { "channel" "CHAN_AUTO" "volume" "0.75" "soundlevel" "SNDLVL_75dB" "pitch" "90, 100" "rndwave" { "wave" "ambient/water/water_spray1.wav" "wave" "ambient/water/water_spray2.wav" "wave" "ambient/water/water_spray3.wav" } } "DoSpark" { "channel" "CHAN_VOICE" "volume" "0.4,0.6" "pitch" "100,120" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "ambient/energy/zap1.wav" "wave" "ambient/energy/zap2.wav" "wave" "ambient/energy/zap3.wav" "wave" "ambient/energy/zap7.wav" "wave" "ambient/energy/zap8.wav" } } "LoudSpark" { "channel" "CHAN_VOICE" "volume" "0.8,1.0" "soundlevel" "SNDLVL_80dB" "pitch" "100,120" "rndwave" { "wave" "ambient/energy/zap1.wav" "wave" "ambient/energy/zap2.wav" "wave" "ambient/energy/zap3.wav" "wave" "ambient/energy/zap7.wav" "wave" "ambient/energy/zap8.wav" } } "ReallyLoudSpark" { "channel" "CHAN_VOICE" "volume" "0.8,1.0" "soundlevel" "SNDLVL_130dB" "pitch" "100,120" "rndwave" { "wave" "ambient/energy/zap1.wav" "wave" "ambient/energy/zap2.wav" "wave" "ambient/energy/zap3.wav" "wave" "ambient/energy/zap7.wav" "wave" "ambient/energy/zap8.wav" } } "ExtinguisherJet.TurnOn" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "soundlevel" "SNDLVL_75dB" "wave" "weapons/extinguisher/fire1.wav" } "ExtinguisherJet.TurnOff" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "soundlevel" "SNDLVL_75dB" "wave" "weapons/extinguisher/release1.wav" } "ambient.steam01" { "channel" "CHAN_STATIC" "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam_loop1.wav" } "PhysicsCannister.ThrusterLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/gas/cannister_loop.wav" } // Electrical zap hits "ambient.electrical_zap_1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap1.wav" } "ambient.electrical_zap_2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap2.wav" } "ambient.electrical_zap_3" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap3.wav" } "ambient.electrical_zap_4" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap4.wav" } "ambient.electrical_zap_5" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap5.wav" } "ambient.electrical_zap_6" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap6.wav" } "ambient.electrical_zap_7" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap7.wav" } "ambient.electrical_zap_8" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap8.wav" } "ambient.electrical_zap_9" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/energy/zap9.wav" } "ambient.electrical_random_zap_1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "rndwave" { "wave" "ambient/energy/zap1.wav" "wave" "ambient/energy/zap2.wav" "wave" "ambient/energy/zap3.wav" } } "ambient.electrical_random_zap_2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "rndwave" { "wave" "ambient/energy/zap5.wav" "wave" "ambient/energy/zap6.wav" "wave" "ambient/energy/zap7.wav" "wave" "ambient/energy/zap8.wav" "wave" "ambient/energy/zap9.wav" } } "ambient.whoosh_huge_incoming1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_huge1.wav" } "ambient.whoosh_huge_incoming2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_huge2.wav" } "ambient.whoosh_huge_incoming3" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_huge3.wav" } "ambient.whoosh_huge_incoming4" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_huge4.wav" } "ambient.whoosh_huge_incoming5" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_huge5.wav" } "ambient.whoosh_large_incoming1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_large1.wav" } "ambient.whoosh_large_incoming2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_large2.wav" } "ambient.whoosh_large_incoming3" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_large3.wav" } "ambient.whoosh_large_incoming4" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_large4.wav" } "ambient.whoosh_medium_incoming1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_medium1.wav" } "ambient.whoosh_medium_incoming2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_medium2.wav" } "ambient.whoosh_medium_incoming3" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_medium3.wav" } "ambient.whoosh_medium_incoming4" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_medium4.wav" } "ambient.whoosh_medium_incoming5" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_medium5.wav" } "ambient.whoosh_medium_incoming6" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "physics/nearmiss/whoosh_medium6.wav" } "ambient.rock_slide1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/materials/rock1.wav" } "ambient.rock_slide2" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/materials/rock2.wav" } "ambient.rock_slide3" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/materials/rock3.wav" } "ambient.rock_slide4" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/materials/rock4.wav" } "ambient.rock_slide5" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "100" "soundlevel" "SNDLVL_100DB" "wave" "ambient/materials/rock5.wav" } "FlightController.InternalSubsystem" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/flight_control/internal_subsystem_lost.wav" } "FlightController.ReturnToHangar" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/flight_control/return_to_hangar01.wav" "wave" "notifications/flight_control/return_to_hangar02.wav" "wave" "notifications/flight_control/return_to_hangar03.wav" } } "FlightController.ExternalUnderAttack" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/flightcontroller/external_under_attack_01.wav" "wave" "notifications/flightcontroller/external_under_attack_02.wav" "wave" "notifications/flightcontroller/external_under_fire_01.wav" "wave" "notifications/flightcontroller/external_under_fire_02.wav" "wave" "notifications/flightcontroller/our_external_is_under_attack_01.wav" "wave" "notifications/flightcontroller/our_external_is_under_attack_02.wav" "wave" "notifications/flightcontroller/our_external_is_under_attack_03.wav" "wave" "notifications/flightcontroller/we_are_taking_fire_here_01.wav" "wave" "notifications/flightcontroller/we_are_taking_fire_here_02.wav" "wave" "notifications/flightcontroller/external_system_taking_fire_01.wav" "wave" "notifications/flightcontroller/external_system_taking_fire_02.wav" "wave" "notifications/flightcontroller/defend_the_external_01.wav" "wave" "notifications/flightcontroller/defend_the_external_systems_01.wav" "wave" "notifications/flightcontroller/defend_the_external_02.wav" "wave" "notifications/flightcontroller/defend_the_external_systems_02.wav" } } "FlightController.ExternalDestroyedFriendly" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/flightcontroller/external_system_lost_01.wav" "wave" "notifications/flightcontroller/external_system_lost_02.wav" "wave" "notifications/flightcontroller/our_external_is_lost_01.wav" "wave" "notifications/flightcontroller/our_external_is_lost_02.wav" } } "FlightController.ExternalDestroyedEnemy" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/flightcontroller/enemy_external_system_destroyed_01.wav" "wave" "notifications/flightcontroller/enemy_external_system_destroyed_02.wav" "wave" "notifications/flightcontroller/enermy_external_destroyed_01.wav" } } "FlightController.ExternalRepairedFriendly" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/flightcontroller/our_external_system_is_back_online_01.wav" "wave" "notifications/flightcontroller/our_external_system_is_back_online_02.wav" "wave" "notifications/flightcontroller/our_external_has_been_repaird_01.wav" "wave" "notifications/flightcontroller/our_external_has_been_repaird_02.wav" "wave" "notifications/flightcontroller/external_system_repaird_01.wav" } } "FlightController.ExternalRepairedEnemy" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/flightcontroller/enemy_external_back_online_01.wav" "wave" "notifications/flightcontroller/enemy_external_back_online_02.wav" } }//********************************************************* // HL2 Item sounds "ItemBattery.Touch" { "channel" "CHAN_ITEM" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "items/battery_pickup.wav" } "HealthKit.Touch" { "channel" "CHAN_ITEM" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "items/smallmedkit1.wav" } "HealthVial.Touch" { "channel" "CHAN_ITEM" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "items/smallmedkit1.wav" } "WallHealth.Deny" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "items/medshotno1.wav" } "WallHealth.Start" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "items/medshot4.wav" } "WallHealth.LoopingContinueCharge" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "items/medcharge4.wav" } "WallHealth.Recharge" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "items/medshot4.wav" } "SuitRecharge.Deny" { "channel" "CHAN_ITEM" "volume" "0.75" "soundlevel" "SNDLVL_75dB" "wave" "items/suitchargeno1.wav" } "SuitRecharge.Start" { "channel" "CHAN_ITEM" "volume" "0.75" "soundlevel" "SNDLVL_75dB" "wave" "items/suitchargeok1.wav" } "SuitRecharge.ChargingLoop" { "channel" "CHAN_STATIC" "volume" "0.75" "soundlevel" "SNDLVL_75dB" "wave" "items/suitcharge1.wav" } "AmmoCrate.Open" { "channel" "CHAN_STATIC" "volume" "0.45" "soundlevel" "SNDLVL_75dB" "wave" "items/ammocrate_open.wav" } "AmmoCrate.Close" { "channel" "CHAN_STATIC" "volume" "0.45" "soundlevel" "SNDLVL_75dB" "wave" "items/ammocrate_close.wav" } "ExtinguisherCharger.Use" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "items/medshot4.wav" } "SprayCan.Paint" { "channel" "CHAN_VOICE" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "player/sprayer.wav" } "Flare.Touch" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/flaregun/impact.wav" } "Item.Materialize" { "channel" "CHAN_WEAPON" "volume" "1" "soundlevel" "SNDLVL_75dB" "pitch" "150" "wave" "items/suitchargeok1.wav" } "Doll.Squeak" { "channel" "CHAN_STATIC" "volume" ".5" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" "ambient/creatures/teddy.wav" } // ********************************** // OBSOLETE: player viewpoint missile "Missile.Accelerate" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/rpg/rocket1.wav" } "Missile.Ignite" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "weapons/rpg/rocket1.wav" } "Missile.ShotDown" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "weapons/rpg/shotdown.wav" } // ************************** // OBSOLETE: portable thumper "PortableThumper.ThumpSound" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "ambient/machines/thumper_dust.wav" } "Combine_Console.Detach" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_105dB" "rndwave" { "wave" "physics/metal/metal_box_break1.wav" "wave" "physics/metal/metal_box_break2.wav" } } game_sounds_manifest { "precache_file" "scripts/game_sounds.txt" "precache_file" "scripts/game_sounds_ui.txt" "precache_file" "scripts/game_sounds_marine.txt" "precache_file" "scripts/game_sounds_nillia.txt" "precache_file" "scripts/game_sounds_player.txt" "precache_file" "scripts/game_sounds_flight_control.txt" // Weapon sounds "precache_file" "scripts/game_sounds_weapons.txt" "precache_file" "scripts/game_sounds_ship_weapons.txt" // HL2 World, Ambient Generic, Items, Physics, Vehicles "precache_file" "scripts/game_sounds_world.txt" "precache_file" "scripts/game_sounds_ambient_generic.txt" "precache_file" "scripts/game_sounds_items.txt" "precache_file" "scripts/game_sounds_physics.txt" "precache_file" "scripts/game_sounds_vehicles.txt" } // // // 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 "Marine.SubsystemLost" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/our_subsystem_is_lost.wav" "wave" "notifications/marine/subsystem_lost.wav" } } "Marine.SubsystemCaptured" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/subsystem_captured.wav" } "Marine.SubsystemDestroyed" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/subsystem_destroyed.wav" } "Marine.SubsystemDestroyedLocal" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/our_subsystem_is_destroyed.wav" } "Marine.SubsystemHackedLocal" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/subsystem_hacked.wav" } "Marine.SubsystemHacked" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/our_subsystem_is_hacked_sir.wav" } "Marine.SubsystemUnderAttack" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/our_subsystem_is_under_attack.wav" "wave" "notifications/marine/subsystem_under_attack.wav" } } "Marine.BombPlanted" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/a_bomb_has_been_planted.wav" } "Marine.BombPlantedLocal" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/bomb_planted.wav" } "Marine.BombDefused" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/a_bomb_has_been_defused.wav" "wave" "notifications/marine/bomb_defused.wav" } } "Marine.SubsystemSecured" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/subsystem_secured.wav" "wave" "notifications/marine/our_subsystem_is_secured.wav" } } "Marine.HyperspaceJump" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/hyperspacejump_in_60_secs.wav" "wave" "notifications/marine/we_are_going_into_hyperspace_in_60_secs.wav" "wave" "notifications/marine/initiating_jump_sequence.wav" "wave" "notifications/marine/hyperspace_sequence_has_been_started.wav" } } "Marine.HyperspaceAbort" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/hyperspace_jump_aborted.wav" "wave" "notifications/marine/hyperspace_jump_has_been_aborted.wav" "wave" "notifications/marine/hyperspace_sequence_has_been_stopped.wav" } } "Marine.CountDown" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/marine/hyperspace_engines_are_online.wav" "wave" "notifications/marine/hyperspace_engines_powered.wav" "wave" "notifications/marine/countdown.wav" "wave" "notifications/marine/we_are_in_hyperspace.wav" } } "Marine.NGMWins" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/neo_galactic_militia_wins.wav" } "Marine.UTFWins" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/united_terran_forces_wins.wav" } "Marine.ChooseTeam" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/chose_your_team.wav" } "Marine.ChooseClass" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/chose_your_class.wav" } "Marine.ChooseWeapon" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/marine/chose_your_weapon.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 "Nillia.AmmunitionLow" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/low_ammunition-2.wav" } "Nillia.AmmunitionDepleated" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/ammunition_depleated-2.wav" } "Nillia.EnergyLow" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/low_energy-2.wav" } "Nillia.EnergyDepleated" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/energie_depleated-2.wav" } "Nillia.Deserting" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/nillia/auto_adjusting_course.wav" "wave" "notifications/nillia/I_am_taking_control_of_this_vessle-3.wav" } } "Nillia.Welcome" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "notifications/nillia/hi_i_am_your_onboard_computer_nillia-2.wav" "wave" "notifications/nillia/hi_i_am_your_onboard_computer_nillia.wav" } } "Nillia.ShieldsDown" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/shields_down.wav" } "Nillia.TargetDestroyed" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/target_destroyed.wav" } "Nillia.Incoming" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/incoming_missle-3.wav" } "Nillia.CapshipDestroyed" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/capital_ship_destroyed-2.wav" } "Nillia.CapshipHyperspaced" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/capital_ship_entering_hyperspace-3.wav" } "Nillia.HullCritical" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "notifications/nillia/hull_integrity_critical-2.wav" } // Physics Sounds // // NOTE: CHAN_BODY is used by sounds in many cases, but the code // uses CHAN_STATIC in others, so I didn't specify a channel here // Volume is determined procedurally by the physics code // // ***************** // SURFACE MATERIALS "Default.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "player/footsteps/concrete1.wav" "wave" "player/footsteps/concrete3.wav" } } "Default.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "player/footsteps/concrete2.wav" "wave" "player/footsteps/concrete4.wav" } } "Default.BulletImpact" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.7" "rndwave" { "wave" "physics/plastic/plastic_box_impact_hard1.wav" "wave" "physics/plastic/plastic_box_impact_hard2.wav" "wave" "physics/plastic/plastic_box_impact_hard3.wav" } } "Default.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.4" "pitch" "96,104" "wave" "physics/plastic/plastic_box_scrape_smooth_loop2.wav" } "Default.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/plastic/plastic_box_scrape_smooth_loop1.wav" } "Default.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "pitch" "95,100" "volume" "0.6" "rndwave" { "wave" "physics/plastic/plastic_box_impact_soft2.wav" "wave" "physics/plastic/plastic_box_impact_soft3.wav" "wave" "physics/plastic/plastic_box_impact_soft4.wav" } } "Default.ImpactHard" { "soundlevel" "SNDLVL_75dB" "pitch" "95,100" "volume" "0.6" "rndwave" { "wave" "physics/plastic/plastic_box_impact_hard1.wav" "wave" "physics/plastic/plastic_box_impact_hard2.wav" "wave" "physics/plastic/plastic_box_impact_hard3.wav" } } "SolidMetal.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "player/footsteps/metal1.wav" "wave" "player/footsteps/metal3.wav" } } "SolidMetal.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "player/footsteps/metal2.wav" "wave" "player/footsteps/metal4.wav" } } "SolidMetal.ImpactHard" { "soundlevel" "SNDLVL_70dB" "pitch" "95,100" "volume" "0.4" "rndwave" { "wave" "physics/metal/metal_solid_impact_hard1.wav" "wave" "physics/metal/metal_solid_impact_hard4.wav" "wave" "physics/metal/metal_solid_impact_hard5.wav" } } "SolidMetal.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "pitch" "95,100" "volume" "0.6" "rndwave" { "wave" "physics/metal/metal_solid_impact_soft1.wav" "wave" "physics/metal/metal_solid_impact_soft2.wav" "wave" "physics/metal/metal_solid_impact_soft3.wav" } } "SolidMetal.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "pitch" "95,105" "volume" "0.5" "wave" "physics/metal/metal_box_scrape_rough_loop1.wav" } "SolidMetal.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "pitch" "95,105" "volume" "0.5" "wave" "physics/metal/metal_box_scrape_smooth_loop1.wav" } "SolidMetal.BulletImpact" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.7" "rndwave" { "wave" "physics/metal/metal_solid_impact_bullet1.wav" "wave" "physics/metal/metal_solid_impact_bullet2.wav" "wave" "physics/metal/metal_solid_impact_bullet3.wav" "wave" "physics/metal/metal_solid_impact_bullet4.wav" } } "SolidMetal.Strain" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.7" "rndwave" { "wave" "physics/metal/metal_solid_strain1.wav" "wave" "physics/metal/metal_solid_strain4.wav" "wave" "physics/metal/metal_solid_strain5.wav" } } "Dirt.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "player/footsteps/dirt1.wav" "wave" "player/footsteps/dirt3.wav" } } "Dirt.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "player/footsteps/dirt2.wav" "wave" "player/footsteps/dirt4.wav" } } "Dirt.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "wave" "physics/surfaces/sand_impact_bullet2.wav" } "Dirt.Scrape" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "95,100" "wave" "physics/cardboard/cardboard_box_scrape_rough_loop1.wav" } "Dirt.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/surfaces/sand_impact_bullet1.wav" "wave" "physics/surfaces/sand_impact_bullet2.wav" "wave" "physics/surfaces/sand_impact_bullet3.wav" "wave" "physics/surfaces/sand_impact_bullet4.wav" } } "Mud.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "90,105" "rndwave" { "wave" "player/footsteps/mud1.wav" "wave" "player/footsteps/mud3.wav" } } "Mud.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "90,105" "rndwave" { "wave" "player/footsteps/mud2.wav" "wave" "player/footsteps/mud4.wav" } } "SlipperySlime.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "90,105" "rndwave" { "wave" "player/footsteps/mud1.wav" "wave" "player/footsteps/mud3.wav" } } "SlipperySlime.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "90,105" "rndwave" { "wave" "player/footsteps/mud2.wav" "wave" "player/footsteps/mud4.wav" } } "Grass.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/grass1.wav" "wave" "player/footsteps/grass3.wav" } } "Grass.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/grass2.wav" "wave" "player/footsteps/grass4.wav" } } "MetalGrate.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/metalgrate1.wav" "wave" "player/footsteps/metalgrate3.wav" } } "MetalGrate.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/metalgrate2.wav" "wave" "player/footsteps/metalgrate4.wav" } } "MetalGrate.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "95,100" "rndwave" { "wave" "physics/metal/metal_grate_impact_hard1.wav" "wave" "physics/metal/metal_grate_impact_hard2.wav" "wave" "physics/metal/metal_grate_impact_hard3.wav" } } "MetalGrate.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "95,100" "rndwave" { "wave" "physics/metal/metal_grate_impact_soft1.wav" "wave" "physics/metal/metal_grate_impact_soft2.wav" "wave" "physics/metal/metal_grate_impact_soft3.wav" } } "MetalGrate.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "95,100" "wave" "physics/metal/metal_box_scrape_rough_loop1.wav" } "MetalGrate.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "95,100" "wave" "physics/metal/metal_box_scrape_smooth_loop1.wav" } "MetalGrate.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_sheet_impact_bullet1.wav" "wave" "physics/metal/metal_sheet_impact_bullet2.wav" "wave" "physics/metal/metal_solid_impact_bullet2.wav" } } "MetalVent.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/duct2.wav" "wave" "player/footsteps/duct4.wav" } } "MetalVent.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "rndwave" { "wave" "player/footsteps/duct1.wav" "wave" "player/footsteps/duct3.wav" } } "MetalVent.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_sheet_impact_hard6.wav" "wave" "physics/metal/metal_sheet_impact_hard7.wav" "wave" "physics/metal/metal_sheet_impact_hard8.wav" } } "Tile.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/tile1.wav" "wave" "player/footsteps/tile3.wav" } } "Tile.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/tile2.wav" "wave" "player/footsteps/tile4.wav" } } "Tile.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/surfaces/tile_impact_bullet1.wav" "wave" "physics/surfaces/tile_impact_bullet2.wav" "wave" "physics/surfaces/tile_impact_bullet3.wav" "wave" "physics/surfaces/tile_impact_bullet4.wav" } } "Water.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/slosh2.wav" "wave" "player/footsteps/slosh4.wav" } } "Water.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/slosh1.wav" "wave" "player/footsteps/slosh3.wav" } } "Water.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/slosh1.wav" "wave" "player/footsteps/slosh3.wav" "wave" "player/footsteps/slosh2.wav" "wave" "player/footsteps/slosh4.wav" } } "Underwater.BulletImpact" { "soundlevel" "SNDLVL_95dB" "volume" "0.9" "pitch" "95,105" "rndwave" { "wave" "#physics/surfaces/underwater_impact_bullet1.wav" "wave" "#physics/surfaces/underwater_impact_bullet2.wav" "wave" "#physics/surfaces/underwater_impact_bullet3.wav" } } // generic water splash, used for water explosions, water impacts "Physics.WaterSplash" { "channel" "CHAN_VOICE" "volume" "0.800, 1.000" "pitch" "85, 115" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/water/water_splash1.wav" "wave" "ambient/water/water_splash2.wav" "wave" "ambient/water/water_splash3.wav" } } "BaseEntity.EnterWater" { "channel" "CHAN_AUTO" "volume" "0.35" "soundlevel" "SNDLVL_70dB" "pitch" "90,120" "wave" "player/footsteps/wade5.wav" } "BaseEntity.ExitWater" { "channel" "CHAN_AUTO" "volume" "0.3" "soundlevel" "SNDLVL_70dB" "pitch" "90,120" "wave" "player/footsteps/wade2.wav" } "Wade.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "0.25" "pitch" "90,110" "rndwave" { "wave" "player/footsteps/wade1.wav" "wave" "player/footsteps/wade3.wav" } } "Wade.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "0.25" "pitch" "90,110" "rndwave" { "wave" "player/footsteps/wade2.wav" "wave" "player/footsteps/wade4.wav" } } "Ladder.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/ladder1.wav" "wave" "player/footsteps/ladder3.wav" } } "Ladder.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/ladder2.wav" "wave" "player/footsteps/ladder4.wav" } } "Glass.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_step1.wav" "wave" "physics/glass/glass_sheet_step2.wav" } } "Glass.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_step3.wav" "wave" "physics/glass/glass_sheet_step4.wav" } } "Glass.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_impact_hard1.wav" "wave" "physics/glass/glass_sheet_impact_hard2.wav" "wave" "physics/glass/glass_sheet_impact_hard3.wav" } } "Glass.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_impact_soft1.wav" "wave" "physics/glass/glass_sheet_impact_soft2.wav" "wave" "physics/glass/glass_sheet_impact_soft3.wav" } } "Glass.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_impact_bullet1.wav" "wave" "physics/glass/glass_impact_bullet2.wav" "wave" "physics/glass/glass_impact_bullet3.wav" "wave" "physics/glass/glass_impact_bullet4.wav" } } "Glass.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.3" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_impact_hard1.wav" "wave" "physics/glass/glass_sheet_impact_hard2.wav" "wave" "physics/glass/glass_sheet_impact_hard3.wav" } } "Glass.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.2" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_impact_soft1.wav" "wave" "physics/glass/glass_sheet_impact_soft2.wav" "wave" "physics/glass/glass_sheet_impact_soft3.wav" } } "Glass.Strain" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_strain1.wav" "wave" "physics/glass/glass_strain2.wav" "wave" "physics/glass/glass_strain3.wav" "wave" "physics/glass/glass_strain4.wav" } } "Glass.Break" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_sheet_break1.wav" "wave" "physics/glass/glass_sheet_break2.wav" "wave" "physics/glass/glass_sheet_break3.wav" } } "Pottery.Break" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_pottery_break1.wav" "wave" "physics/glass/glass_pottery_break2.wav" "wave" "physics/glass/glass_pottery_break3.wav" } } "Pottery.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_impact_hard1.wav" "wave" "physics/glass/glass_impact_hard2.wav" "wave" "physics/glass/glass_impact_hard3.wav" } } "Pottery.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_impact_soft1.wav" "wave" "physics/glass/glass_impact_soft2.wav" "wave" "physics/glass/glass_impact_soft3.wav" } } "Pottery.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_pottery_break1.wav" "wave" "physics/glass/glass_pottery_break2.wav" "wave" "physics/glass/glass_pottery_break3.wav" } } "Computer.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_impact_bullet1.wav" "wave" "physics/glass/glass_impact_bullet2.wav" "wave" "physics/metal/metal_computer_impact_bullet1.wav" "wave" "physics/metal/metal_computer_impact_bullet2.wav" "wave" "physics/metal/metal_computer_impact_bullet3.wav" "wave" "physics/plastic/plastic_box_impact_bullet1.wav" "wave" "physics/plastic/plastic_box_impact_bullet2.wav" "wave" "physics/plastic/plastic_box_impact_bullet3.wav" } } "Computer.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_computer_impact_hard1.wav" "wave" "physics/metal/metal_computer_impact_hard2.wav" "wave" "physics/metal/metal_computer_impact_hard3.wav" } } "Computer.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_computer_impact_soft1.wav" "wave" "physics/metal/metal_computer_impact_soft2.wav" "wave" "physics/metal/metal_computer_impact_soft3.wav" } } "Concrete.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/concrete1.wav" "wave" "player/footsteps/concrete3.wav" } } "Concrete.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/concrete2.wav" "wave" "player/footsteps/concrete4.wav" } } "Concrete.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/concrete_impact_bullet1.wav" "wave" "physics/concrete/concrete_impact_bullet2.wav" "wave" "physics/concrete/concrete_impact_bullet3.wav" "wave" "physics/concrete/concrete_impact_bullet4.wav" } } "Concrete.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/concrete_impact_hard1.wav" "wave" "physics/concrete/concrete_impact_hard2.wav" "wave" "physics/concrete/concrete_impact_hard3.wav" } } "Concrete.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/concrete_impact_soft1.wav" "wave" "physics/concrete/concrete_impact_soft2.wav" "wave" "physics/concrete/concrete_impact_soft3.wav" } } "Concrete.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "PITCH_NORM" "wave" "physics/concrete/concrete_scrape_smooth_loop1.wav" } "Concrete.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "PITCH_NORM" "wave" "physics/concrete/rock_scrape_rough_loop1.wav" } "Rock.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/rock_impact_hard4.wav" "wave" "physics/concrete/rock_impact_hard5.wav" "wave" "physics/concrete/rock_impact_hard6.wav" } } "Rock.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/rock_impact_soft1.wav" "wave" "physics/concrete/rock_impact_soft2.wav" "wave" "physics/concrete/rock_impact_soft3.wav" } } "Boulder.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.4" "pitch" "80" "wave" "physics/concrete/rock_scrape_rough_loop1.wav" } "Boulder.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.6" "pitch" "95" "wave" "physics/concrete/concrete_block_scrape_rough_loop1.wav" } "Boulder.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.3" "pitch" "90" "rndwave" { "wave" "physics/concrete/rock_impact_hard1.wav" "wave" "physics/concrete/rock_impact_hard2.wav" "wave" "physics/concrete/rock_impact_hard3.wav" } } "Boulder.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.85" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/boulder_impact_hard1.wav" "wave" "physics/concrete/boulder_impact_hard2.wav" "wave" "physics/concrete/boulder_impact_hard3.wav" "wave" "physics/concrete/boulder_impact_hard4.wav" } } "Concrete_Block.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/concrete/concrete_block_impact_hard1.wav" "wave" "physics/concrete/concrete_block_impact_hard2.wav" "wave" "physics/concrete/concrete_block_impact_hard3.wav" } } "Gravel.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/gravel1.wav" "wave" "player/footsteps/gravel3.wav" } } "Gravel.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/gravel2.wav" "wave" "player/footsteps/gravel4.wav" } } "ChainLink.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/chainlink1.wav" "wave" "player/footsteps/chainlink3.wav" } } "ChainLink.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/chainlink2.wav" "wave" "player/footsteps/chainlink4.wav" } } "ChainLink.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "95,100" "wave" "physics/metal/metal_chainlink_scrape_rough_loop1.wav" } "ChainLink.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.2" "pitch" "95,100" "wave" "physics/metal/metal_chainlink_scrape_rough_loop1.wav" } "ChainLink.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "95,100" "rndwave" { "wave" "physics/metal/metal_chainlink_impact_hard1.wav" "wave" "physics/metal/metal_chainlink_impact_hard2.wav" "wave" "physics/metal/metal_chainlink_impact_hard3.wav" } } "ChainLink.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "95,100" "rndwave" { "wave" "physics/metal/metal_chainlink_impact_soft1.wav" "wave" "physics/metal/metal_chainlink_impact_soft2.wav" "wave" "physics/metal/metal_chainlink_impact_soft3.wav" } } "ChainLink.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/chainlink1.wav" "wave" "physics/metal/metal_chainlink_impact_hard2.wav" "wave" "player/footsteps/chainlink3.wav" "wave" "physics/metal/metal_chainlink_impact_hard3.wav" } } "Chain.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "95,100" "wave" "physics/metal/chain_scrape_rough_loop1.wav" } "Chain.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.2" "pitch" "95,100" "wave" "physics/metal/chain_scrape_rough_loop1.wav" } "Chain.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "95,100" "rndwave" { "wave" "physics/metal/chain_impact_hard1.wav" "wave" "physics/metal/chain_impact_hard2.wav" } } "Chain.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "95,100" "rndwave" { "wave" "physics/metal/chain_impact_soft1.wav" "wave" "physics/metal/chain_impact_soft2.wav" "wave" "physics/metal/chain_impact_soft3.wav" } } "Chain.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/chain_impact_hard1.wav" "wave" "physics/metal/chain_impact_hard2.wav" } } "Flesh.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "0.3" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_impact_hard1.wav" "wave" "physics/body/body_medium_impact_soft3.wav" } } "Flesh.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "0.3" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_impact_hard2.wav" "wave" "physics/body/body_medium_impact_soft4.wav" } } "Flesh.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/body/body_medium_impact_soft1.wav" "wave" "physics/body/body_medium_impact_soft2.wav" "wave" "physics/body/body_medium_impact_soft5.wav" "wave" "physics/body/body_medium_impact_soft6.wav" "wave" "physics/body/body_medium_impact_soft7.wav" } } "Flesh.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.8" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/body/body_medium_impact_hard1.wav" "wave" "physics/body/body_medium_impact_hard2.wav" "wave" "physics/body/body_medium_impact_hard3.wav" "wave" "physics/body/body_medium_impact_hard4.wav" "wave" "physics/body/body_medium_impact_hard5.wav" "wave" "physics/body/body_medium_impact_hard6.wav" } } "Flesh.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_impact_bullet1.wav" "wave" "physics/flesh/flesh_impact_bullet2.wav" "wave" "physics/flesh/flesh_impact_bullet3.wav" "wave" "physics/flesh/flesh_impact_bullet4.wav" "wave" "physics/flesh/flesh_impact_bullet5.wav" } } "Flesh.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "PITCH_NORM" "wave" "physics/body/body_medium_scrape_rough_loop1.wav" } "Flesh.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.35" "pitch" "PITCH_NORM" "wave" "physics/body/body_medium_scrape_smooth_loop1.wav" } "Flesh.Strain" { "soundlevel" "SNDLVL_75dB" "volume" "0.3" "pitch" "100" "rndwave" { "wave" "physics/body/body_medium_strain1.wav" "wave" "physics/body/body_medium_strain2.wav" "wave" "physics/body/body_medium_strain3.wav" } } "Flesh.Break" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "100" "rndwave" { "wave" "physics/body/body_medium_break2.wav" "wave" "physics/body/body_medium_break3.wav" "wave" "physics/body/body_medium_break4.wav" } } "Flesh_Bloody.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "100" "rndwave" { "wave" "physics/flesh/flesh_squishy_impact_hard1.wav" "wave" "physics/flesh/flesh_squishy_impact_hard2.wav" "wave" "physics/flesh/flesh_squishy_impact_hard3.wav" "wave" "physics/flesh/flesh_squishy_impact_hard4.wav" } } "Carpet.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/sand1.wav" "wave" "player/footsteps/sand2.wav" "wave" "player/footsteps/sand3.wav" "wave" "player/footsteps/sand4.wav" } } "Carpet.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/surfaces/sand_impact_bullet1.wav" "wave" "physics/surfaces/sand_impact_bullet2.wav" "wave" "physics/surfaces/sand_impact_bullet3.wav" "wave" "physics/surfaces/sand_impact_bullet4.wav" } } "Carpet.Scrape" { "pitch" "PITCH_NORM" "volume" "0.5" "soundlevel" "SNDLVL_70dB" "wave" "physics/flesh/flesh_scrape_rough_loop.wav" } "Sand.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/sand1.wav" "wave" "player/footsteps/sand3.wav" } } "Sand.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/sand2.wav" "wave" "player/footsteps/sand4.wav" } } "Sand.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/surfaces/sand_impact_bullet1.wav" "wave" "physics/surfaces/sand_impact_bullet2.wav" "wave" "physics/surfaces/sand_impact_bullet3.wav" "wave" "physics/surfaces/sand_impact_bullet4.wav" } } // ***************** // PROP MATERIALS "Watermelon.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_squishy_impact_hard1.wav" "wave" "physics/flesh/flesh_squishy_impact_hard2.wav" "wave" "physics/flesh/flesh_squishy_impact_hard3.wav" "wave" "physics/flesh/flesh_squishy_impact_hard4.wav" } } "Watermelon.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_squishy_impact_hard1.wav" "wave" "physics/flesh/flesh_squishy_impact_hard2.wav" "wave" "physics/flesh/flesh_squishy_impact_hard3.wav" "wave" "physics/flesh/flesh_squishy_impact_hard4.wav" } } "Watermelon.Scrape" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "PITCH_NORM" "wave" "physics/flesh/flesh_squishy_impact_hard4.wav" } "ArmorFlesh.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_sheet_impact_bullet1.wav" "wave" "physics/metal/metal_sheet_impact_bullet2.wav" } } "Metal_SeafloorCar.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "wave" "doors/heavy_metal_stop1.wav" } "MetalVehicle.ImpactHard" { "soundlevel" "SNDLVL_110dB" "volume" "0.9" "pitch" "80,110" "rndwave" { "wave" "vehicles/v8/vehicle_impact_heavy1.wav" "wave" "vehicles/v8/vehicle_impact_heavy2.wav" "wave" "vehicles/v8/vehicle_impact_heavy3.wav" "wave" "vehicles/v8/vehicle_impact_heavy4.wav" } } "MetalVehicle.ImpactSoft" { "soundlevel" "SNDLVL_90dB" "volume" "0.5" "pitch" "80,110" "rndwave" { "wave" "vehicles/v8/vehicle_impact_medium1.wav" "wave" "vehicles/v8/vehicle_impact_medium2.wav" "wave" "vehicles/v8/vehicle_impact_medium3.wav" "wave" "vehicles/v8/vehicle_impact_medium4.wav" } } "MetalVehicle.ScrapeRough" { "soundlevel" "SNDLVL_90dB" "volume" "0.5" "pitch" "110,130" "rndwave" { "wave" "vehicles/v8/vehicle_rollover1.wav" "wave" "vehicles/v8/vehicle_rollover2.wav" } } "MetalVehicle.ScrapeSmooth" { "soundlevel" "SNDLVL_90dB" "volume" "0.3" "pitch" "110,130" "rndwave" { "wave" "vehicles/v8/vehicle_rollover1.wav" "wave" "vehicles/v8/vehicle_rollover2.wav" } } "GlassBottle.StepLeft" { "soundlevel" "SNDLVL_70dB" "volume" "0.2" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_impact_soft1.wav" "wave" "physics/glass/glass_impact_soft2.wav" } } "GlassBottle.StepRight" { "soundlevel" "SNDLVL_70dB" "volume" "0.2" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_impact_soft2.wav" "wave" "physics/glass/glass_impact_soft3.wav" } } "GlassBottle.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "95,100" "rndwave" { "wave" "physics/glass/glass_bottle_impact_hard1.wav" "wave" "physics/glass/glass_bottle_impact_hard2.wav" "wave" "physics/glass/glass_bottle_impact_hard3.wav" } } "GlassBottle.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "95,100" "rndwave" { "wave" "physics/glass/glass_impact_soft1.wav" "wave" "physics/glass/glass_impact_soft2.wav" "wave" "physics/glass/glass_impact_soft3.wav" } } "GlassBottle.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_bottle_break1.wav" "wave" "physics/glass/glass_bottle_break2.wav" } } "GlassBottle.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.3" "pitch" "98,100" "rndwave" { "wave" "physics/glass/glass_bottle_impact_hard1.wav" "wave" "physics/glass/glass_bottle_impact_hard2.wav" "wave" "physics/glass/glass_bottle_impact_hard3.wav" } } "GlassBottle.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.3" "pitch" "98,100" "rndwave" { "wave" "physics/glass/glass_impact_soft1.wav" "wave" "physics/glass/glass_impact_soft2.wav" "wave" "physics/glass/glass_impact_soft3.wav" } } "GlassBottle.Break" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/glass/glass_bottle_break1.wav" "wave" "physics/glass/glass_bottle_break2.wav" } } "Canister.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_canister_impact_hard1.wav" "wave" "physics/metal/metal_canister_impact_hard2.wav" "wave" "physics/metal/metal_canister_impact_hard3.wav" } } "Canister.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.45" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_canister_impact_soft1.wav" "wave" "physics/metal/metal_canister_impact_soft2.wav" "wave" "physics/metal/metal_canister_impact_soft3.wav" } } "Canister.ScrapeRough" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "wave" "physics/metal/canister_scrape_rough_loop1.wav" } "Canister.ScrapeSmooth" { "soundlevel" "SNDLVL_75dB" "volume" "0.45" "pitch" "PITCH_NORM" "wave" "physics/metal/canister_scrape_smooth_loop1.wav" } "Canister.Roll" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "wave" "physics/metal/canister_roll_loop1.wav" } "Metal_Barrel.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_barrel_impact_hard1.wav" "wave" "physics/metal/metal_barrel_impact_hard2.wav" "wave" "physics/metal/metal_barrel_impact_hard3.wav" } } "Metal_Barrel.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_barrel_impact_soft1.wav" "wave" "physics/metal/metal_barrel_impact_soft2.wav" "wave" "physics/metal/metal_barrel_impact_soft3.wav" "wave" "physics/metal/metal_barrel_impact_hard7.wav" } } "Metal_Barrel.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_sheet_impact_bullet1.wav" "wave" "physics/metal/metal_sheet_impact_bullet2.wav" "wave" "physics/metal/metal_solid_impact_bullet2.wav" "wave" "physics/metal/metal_solid_impact_bullet3.wav" } } "Metal_Barrel.Roll" { "soundlevel" "SNDLVL_75dB" "volume" "0.2" "pitch" "PITCH_NORM" "wave" "physics/metal/canister_roll_loop1.wav" } "Roller.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_solid_impact_bullet1.wav" "wave" "physics/metal/metal_solid_impact_bullet2.wav" "wave" "physics/metal/metal_solid_impact_bullet3.wav" "wave" "physics/metal/metal_solid_impact_bullet4.wav" } } "Popcan.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/soda_can_impact_hard1.wav" "wave" "physics/metal/soda_can_impact_hard2.wav" "wave" "physics/metal/soda_can_impact_hard3.wav" } } "Popcan.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "98,100" "rndwave" { "wave" "physics/metal/soda_can_impact_soft1.wav" "wave" "physics/metal/soda_can_impact_soft2.wav" "wave" "physics/metal/soda_can_impact_soft3.wav" } } "Popcan.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/soda_can_impact_hard1.wav" "wave" "physics/metal/soda_can_impact_hard2.wav" "wave" "physics/metal/soda_can_impact_hard3.wav" } } "Popcan.ScrapeRough" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "98,100" "wave" "physics/metal/soda_can_scrape_rough_loop1.wav" } "Popcan.ScrapeSmooth" { "soundlevel" "SNDLVL_75dB" "volume" "0.3" "pitch" "130,140" "wave" "physics/plastic/plastic_box_scrape_smooth_loop2.wav" } "Paintcan.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/paintcan_impact_hard1.wav" "wave" "physics/metal/paintcan_impact_hard2.wav" "wave" "physics/metal/paintcan_impact_hard3.wav" } } "Paintcan.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "98,100" "rndwave" { "wave" "physics/metal/paintcan_impact_soft1.wav" "wave" "physics/metal/paintcan_impact_soft2.wav" "wave" "physics/metal/paintcan_impact_soft3.wav" } } "Paintcan.Roll" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "98,100" "wave" "physics/metal/paintcan_roll_loop1.wav" } "Papercup.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/cardboard/cardboard_cup_impact_hard1.wav" "wave" "physics/cardboard/cardboard_cup_impact_hard2.wav" "wave" "physics/cardboard/cardboard_cup_impact_hard3.wav" } } "Papercup.Scrape" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/cardboard/cardboard_cup_impact_hard1.wav" "wave" "physics/cardboard/cardboard_cup_impact_hard2.wav" "wave" "physics/cardboard/cardboard_cup_impact_hard3.wav" } } "ceiling_tile.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/plaster/ceiling_tile_step1.wav" "wave" "physics/plaster/ceiling_tile_step3.wav" } } "ceiling_tile.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/plaster/ceiling_tile_step2.wav" "wave" "physics/plaster/ceiling_tile_step4.wav" } } "ceiling_tile.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/plaster/ceiling_tile_impact_bullet1.wav" "wave" "physics/plaster/ceiling_tile_impact_bullet2.wav" "wave" "physics/plaster/ceiling_tile_impact_bullet3.wav" } } "ceiling_tile.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/plaster/ceiling_tile_impact_soft1.wav" "wave" "physics/plaster/ceiling_tile_impact_soft2.wav" "wave" "physics/plaster/ceiling_tile_impact_soft3.wav" } } "ceiling_tile.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "98,100" "rndwave" { "wave" "physics/plaster/ceiling_tile_impact_hard1.wav" "wave" "physics/plaster/ceiling_tile_impact_hard2.wav" "wave" "physics/plaster/ceiling_tile_impact_hard3.wav" } } "ceiling_tile.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/plaster/ceiling_tile_scrape_smooth_loop1.wav" } "ceiling_tile.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/plaster/ceiling_tile_scrape_smooth_loop1.wav" } "ceiling_tile.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/plaster/ceilingtile_break1.wav" "wave" "physics/plaster/ceilingtile_break2.wav" } } "drywall.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/plaster/drywall_footstep1.wav" "wave" "physics/plaster/drywall_footstep3.wav" } } "drywall.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/plaster/drywall_footstep2.wav" "wave" "physics/plaster/drywall_footstep4.wav" } } "drywall.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/plaster/drywall_impact_soft1.wav" "wave" "physics/plaster/drywall_impact_soft2.wav" "wave" "physics/plaster/drywall_impact_soft3.wav" } } "drywall.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "98,100" "rndwave" { "wave" "physics/plaster/drywall_impact_hard1.wav" "wave" "physics/plaster/drywall_impact_hard2.wav" "wave" "physics/plaster/drywall_impact_hard3.wav" } } "Gunship.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_solid_impact_hard1.wav" } } "Gunship.Scrape" { "soundlevel" "SNDLVL_70dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_solid_impact_hard1.wav" } } "Strider.Impact" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_strider_impact_bullet1.wav" "wave" "physics/flesh/flesh_strider_impact_bullet2.wav" "wave" "physics/flesh/flesh_strider_impact_bullet3.wav" } } "Strider.Scrape" { "soundlevel" "SNDLVL_70dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/flesh/flesh_strider_impact_bullet1.wav" "wave" "physics/flesh/flesh_strider_impact_bullet2.wav" "wave" "physics/flesh/flesh_strider_impact_bullet3.wav" } } // ********************** // legacy Func_breakables "Breakable.Crate" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/wood/wood_crate_break1.wav" "wave" "physics/wood/wood_crate_break2.wav" "wave" "physics/wood/wood_crate_break3.wav" "wave" "physics/wood/wood_crate_break4.wav" } } "Breakable.Flesh" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/flesh/flesh_bloody_break.wav" } } "Breakable.Spark" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "ambient/energy/spark5.wav" "wave" "ambient/energy/spark6.wav" } } "Breakable.Metal" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/metal/metal_box_break1.wav" "wave" "physics/metal/metal_box_break2.wav" } } "Breakable.Glass" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/glass/glass_largesheet_break1.wav" "wave" "physics/glass/glass_largesheet_break2.wav" "wave" "physics/glass/glass_largesheet_break3.wav" } } "Breakable.Concrete" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/concrete/concrete_break2.wav" "wave" "physics/concrete/concrete_break3.wav" } } "Breakable.Ceiling" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/plaster/ceilingtile_break1.wav" "wave" "physics/plaster/ceilingtile_break2.wav" } } "Breakable.MatWood" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/wood/wood_plank_break1.wav" "wave" "physics/wood/wood_plank_break2.wav" "wave" "physics/wood/wood_plank_break3.wav" "wave" "physics/wood/wood_plank_break4.wav" } } "Breakable.MatFlesh" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_NORM" "volume" "0.4" "rndwave" { "wave" "physics/body/body_medium_break2.wav" "wave" "physics/body/body_medium_break3.wav" "wave" "physics/body/body_medium_break4.wav" } } "Breakable.MatMetal" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/metal/metal_box_break1.wav" "wave" "physics/metal/metal_box_break2.wav" } } "Breakable.MatConcrete" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/concrete/concrete_break2.wav" } } "Breakable.MatGlass" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_NORM" "volume" "0.7" "rndwave" { "wave" "physics/glass/glass_cup_break1.wav" "wave" "physics/glass/glass_cup_break2.wav" "wave" "physics/glass/glass_bottle_break2.wav" } } "Breakable.Computer" { "channel" "CHAN_VOICE" "volume" "0.7,1.0" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "ambient/energy/spark5.wav" "wave" "ambient/energy/spark6.wav" } } // ************************* // Legacy Temp Entity Sounds "Bounce.Glass" { "pitch" "90,124" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "physics/glass/glass_impact_hard1.wav" "wave" "physics/glass/glass_impact_hard2.wav" "wave" "physics/glass/glass_impact_hard3.wav" } } "Bounce.Metal" { "pitch" "90,124" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "physics/metal/metal_box_impact_hard1.wav" "wave" "physics/metal/metal_box_impact_hard2.wav" "wave" "physics/metal/metal_box_impact_hard3.wav" } } "Bounce.Flesh" { "pitch" "90,124" "volume" "0.6" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "physics/flesh/flesh_squishy_impact_hard1.wav" "wave" "physics/flesh/flesh_squishy_impact_hard2.wav" "wave" "physics/flesh/flesh_squishy_impact_hard3.wav" "wave" "physics/flesh/flesh_squishy_impact_hard4.wav" } } "Bounce.Wood" { "pitch" "90,124" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "physics/wood/wood_plank_impact_hard1.wav" "wave" "physics/wood/wood_plank_impact_hard2.wav" "wave" "physics/wood/wood_plank_impact_hard3.wav" } } "Bounce.Shrapnel" { "pitch" "90,124" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "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" } } "Bounce.ShotgunShell" { "pitch" "PITCH_NORM" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "weapons/fx/tink/shotgun_shell1.wav" "wave" "weapons/fx/tink/shotgun_shell2.wav" "wave" "weapons/fx/tink/shotgun_shell3.wav" } } "Bounce.Shell" { "pitch" "PITCH_NORM" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "player/pl_shell1.wav" "wave" "player/pl_shell2.wav" "wave" "player/pl_shell3.wav" } } "Bounce.Concrete" { "pitch" "90,124" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "channel" "CHAN_STATIC" "rndwave" { "wave" "physics/concrete/concrete_break2.wav" } } "ItemSoda.Bounce" { "channel" "CHAN_WEAPON" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "wave" "physics/metal/metal_popcan_impact_hard1.wav" "wave" "physics/metal/metal_popcan_impact_hard2.wav" "wave" "physics/metal/metal_popcan_impact_hard3.wav" } // cardboard material - full physics implementation "Cardboard.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.5" "rndwave" { "wave" "physics/cardboard/cardboard_box_impact_soft1.wav" "wave" "physics/cardboard/cardboard_box_impact_soft2.wav" } } "Cardboard.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.5" "rndwave" { "wave" "physics/cardboard/cardboard_box_impact_soft3.wav" "wave" "physics/cardboard/cardboard_box_impact_soft4.wav" } } "Cardboard.ImpactSoft" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.6" "rndwave" { "wave" "physics/cardboard/cardboard_box_impact_soft1.wav" "wave" "physics/cardboard/cardboard_box_impact_soft2.wav" "wave" "physics/cardboard/cardboard_box_impact_soft3.wav" "wave" "physics/cardboard/cardboard_box_impact_soft4.wav" "wave" "physics/cardboard/cardboard_box_impact_soft5.wav" "wave" "physics/cardboard/cardboard_box_impact_soft6.wav" "wave" "physics/cardboard/cardboard_box_impact_soft7.wav" } } "Cardboard.ImpactHard" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/cardboard/cardboard_box_impact_hard1.wav" "wave" "physics/cardboard/cardboard_box_impact_hard2.wav" "wave" "physics/cardboard/cardboard_box_impact_hard3.wav" "wave" "physics/cardboard/cardboard_box_impact_hard4.wav" "wave" "physics/cardboard/cardboard_box_impact_hard5.wav" "wave" "physics/cardboard/cardboard_box_impact_hard6.wav" "wave" "physics/cardboard/cardboard_box_impact_hard7.wav" } } "Cardboard.BulletImpact" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "volume" "1.0" "rndwave" { "wave" "physics/cardboard/cardboard_box_impact_bullet1.wav" "wave" "physics/cardboard/cardboard_box_impact_bullet2.wav" "wave" "physics/cardboard/cardboard_box_impact_bullet3.wav" "wave" "physics/cardboard/cardboard_box_impact_bullet4.wav" "wave" "physics/cardboard/cardboard_box_impact_bullet5.wav" } } "Cardboard.Strain" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/cardboard/cardboard_box_strain1.wav" "wave" "physics/cardboard/cardboard_box_strain2.wav" "wave" "physics/cardboard/cardboard_box_strain3.wav" } } "Cardboard.Break" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/cardboard/cardboard_box_break1.wav" "wave" "physics/cardboard/cardboard_box_break2.wav" "wave" "physics/cardboard/cardboard_box_break3.wav" } } "Cardboard.Shake" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.6" "rndwave" { "wave" "physics/cardboard/cardboard_box_shake1.wav" "wave" "physics/cardboard/cardboard_box_shake2.wav" "wave" "physics/cardboard/cardboard_box_shake3.wav" } } "Cardboard.ScrapeSmooth" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.55" "wave" "physics/cardboard/cardboard_box_scrape_smooth_loop1.wav" } "Cardboard.ScrapeRough" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.35" "wave" "physics/cardboard/cardboard_box_scrape_rough_loop1.wav" } // plastic barrel material - full physics implementation "Plastic_Barrel.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.5" "rndwave" { "wave" "physics/plastic/plastic_barrel_impact_soft1.wav" "wave" "physics/plastic/plastic_barrel_impact_soft2.wav" } } "Plastic_Barrel.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.5" "rndwave" { "wave" "physics/plastic/plastic_barrel_impact_soft3.wav" "wave" "physics/plastic/plastic_barrel_impact_soft4.wav" } } "Plastic_Barrel.ImpactSoft" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.6" "rndwave" { "wave" "physics/plastic/plastic_barrel_impact_soft1.wav" "wave" "physics/plastic/plastic_barrel_impact_soft2.wav" "wave" "physics/plastic/plastic_barrel_impact_soft3.wav" "wave" "physics/plastic/plastic_barrel_impact_soft4.wav" "wave" "physics/plastic/plastic_barrel_impact_soft5.wav" "wave" "physics/plastic/plastic_barrel_impact_soft6.wav" } } "Plastic_Barrel.ImpactHard" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.8" "rndwave" { "wave" "physics/plastic/plastic_barrel_impact_hard1.wav" "wave" "physics/plastic/plastic_barrel_impact_hard2.wav" "wave" "physics/plastic/plastic_barrel_impact_hard3.wav" "wave" "physics/plastic/plastic_barrel_impact_hard4.wav" } } "Plastic_Barrel.BulletImpact" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_90dB" "pitch" "96,104" "volume" "1.0" "rndwave" { "wave" "physics/plastic/plastic_barrel_impact_bullet1.wav" "wave" "physics/plastic/plastic_barrel_impact_bullet2.wav" "wave" "physics/plastic/plastic_barrel_impact_bullet3.wav" } } "Plastic_Barrel.Strain" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/plastic/plastic_barrel_strain1.wav" "wave" "physics/plastic/plastic_barrel_strain2.wav" "wave" "physics/plastic/plastic_barrel_strain3.wav" } } "Plastic_Barrel.Break" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "1.0" "rndwave" { "wave" "physics/plastic/plastic_barrel_break1.wav" "wave" "physics/plastic/plastic_barrel_break2.wav" } } "Plastic_Barrel.ScrapeSmooth" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.55" "wave" "physics/plastic/plastic_barrel_scrape_smooth_loop1.wav" } "Plastic_Barrel.ScrapeRough" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.35" "wave" "physics/plastic/plastic_barrel_scrape_rough_loop1.wav" } "Plastic_Barrel.Roll" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.4" "wave" "physics/plastic/plastic_barrel_roll_loop1.wav" } // plastic box material - full physics implementation "Plastic_Box.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.3" "rndwave" { "wave" "physics/plastic/plastic_box_impact_soft1.wav" "wave" "physics/plastic/plastic_box_impact_soft2.wav" } } "Plastic_Box.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.3" "rndwave" { "wave" "physics/plastic/plastic_box_impact_soft3.wav" "wave" "physics/plastic/plastic_box_impact_soft4.wav" } } "Plastic_Box.ImpactSoft" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.6" "rndwave" { "wave" "physics/plastic/plastic_box_impact_soft1.wav" "wave" "physics/plastic/plastic_box_impact_soft2.wav" "wave" "physics/plastic/plastic_box_impact_soft3.wav" "wave" "physics/plastic/plastic_box_impact_soft4.wav" } } "Plastic_Box.ImpactHard" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.8" "rndwave" { "wave" "physics/plastic/plastic_box_impact_hard1.wav" "wave" "physics/plastic/plastic_box_impact_hard2.wav" "wave" "physics/plastic/plastic_box_impact_hard3.wav" "wave" "physics/plastic/plastic_box_impact_hard4.wav" } } "Plastic_Box.BulletImpact" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_90dB" "pitch" "96,104" "volume" "1.0" "rndwave" { "wave" "physics/plastic/plastic_box_impact_bullet1.wav" "wave" "physics/plastic/plastic_box_impact_bullet2.wav" "wave" "physics/plastic/plastic_box_impact_bullet3.wav" "wave" "physics/plastic/plastic_box_impact_bullet4.wav" "wave" "physics/plastic/plastic_box_impact_bullet5.wav" } } "Plastic_Box.Strain" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/plastic/plastic_box_strain1.wav" "wave" "physics/plastic/plastic_box_strain2.wav" "wave" "physics/plastic/plastic_box_strain3.wav" } } "Plastic_Box.Break" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "1.0" "rndwave" { "wave" "physics/plastic/plastic_box_break1.wav" "wave" "physics/plastic/plastic_box_break2.wav" } } "Plastic_Box.ScrapeSmooth" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.55" "wave" "physics/plastic/plastic_box_scrape_smooth_loop2.wav" } "Plastic_Box.ScrapeRough" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "96,104" "volume" "0.35" "wave" "physics/plastic/plastic_box_scrape_rough_loop1.wav" } // rubber matt & rubber tire material "Rubber.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "98,102" "volume" "0.2" "wave" "physics/rubber/rubber_tire_impact_soft1.wav" } "Rubber.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "98,102" "volume" "0.2" "wave" "physics/rubber/rubber_tire_impact_soft1.wav" } "Rubber.BulletImpact" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_90dB" "pitch" "90,96" "volume" "0.7" "wave" "physics/rubber/rubber_tire_impact_bullet1.wav" } "Rubber.ImpactSoft" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.4" "wave" "physics/rubber/rubber_tire_impact_soft1.wav" } "Rubber.ImpactHard" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.5" "wave" "physics/rubber/rubber_tire_impact_hard3.wav" } "Rubber_Tire.ImpactSoft" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.6" "rndwave" { "wave" "physics/rubber/rubber_tire_impact_soft1.wav" "wave" "physics/rubber/rubber_tire_impact_soft2.wav" "wave" "physics/rubber/rubber_tire_impact_soft3.wav" } } "Rubber_Tire.ImpactHard" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/rubber/rubber_tire_impact_hard1.wav" "wave" "physics/rubber/rubber_tire_impact_hard2.wav" "wave" "physics/rubber/rubber_tire_impact_hard3.wav" } } "Rubber_Tire.BulletImpact" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_90dB" "pitch" "96,104" "volume" "1.0" "rndwave" { "wave" "physics/rubber/rubber_tire_impact_bullet1.wav" "wave" "physics/rubber/rubber_tire_impact_bullet2.wav" "wave" "physics/rubber/rubber_tire_impact_bullet3.wav" } } "Rubber_Tire.Strain" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.8" "rndwave" { "wave" "physics/rubber/rubber_tire_strain1.wav" "wave" "physics/rubber/rubber_tire_strain2.wav" "wave" "physics/rubber/rubber_tire_strain3.wav" } } // hard metal grenade "Grenade.StepLeft" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.3" "rndwave" { "wave" "physics/metal/metal_grenade_impact_soft2.wav" "wave" "physics/metal/metal_grenade_impact_soft3.wav" } } "Grenade.StepRight" { "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "volume" "0.3" "rndwave" { "wave" "physics/metal/metal_grenade_impact_soft1.wav" "wave" "physics/metal/metal_grenade_impact_soft2.wav" } } "Grenade.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_grenade_impact_hard1.wav" "wave" "physics/metal/metal_grenade_impact_hard2.wav" "wave" "physics/metal/metal_grenade_impact_hard3.wav" } } "Grenade.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_grenade_impact_soft1.wav" "wave" "physics/metal/metal_grenade_impact_soft2.wav" "wave" "physics/metal/metal_grenade_impact_soft3.wav" } } "Grenade.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.4" "pitch" "96,104" "wave" "physics/metal/metal_grenade_scrape_rough_loop1.wav" } "Grenade.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.3" "pitch" "96,104" "wave" "physics/metal/metal_grenade_scrape_smooth_loop1.wav" } "Grenade.Roll" { "soundlevel" "SNDLVL_75dB" "volume" "0.4" "pitch" "PITCH_NORM" "wave" "physics/metal/metal_grenade_roll_loop1.wav" } // generic wood "Wood.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/wood1.wav" "wave" "player/footsteps/wood3.wav" } } "Wood.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/wood2.wav" "wave" "player/footsteps/wood4.wav" } } "Wood.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_solid_impact_bullet1.wav" "wave" "physics/wood/wood_solid_impact_bullet2.wav" "wave" "physics/wood/wood_solid_impact_bullet3.wav" "wave" "physics/wood/wood_solid_impact_bullet4.wav" "wave" "physics/wood/wood_solid_impact_bullet5.wav" } } "Wood.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_plank_impact_soft1.wav" "wave" "physics/wood/wood_box_impact_soft1.wav" "wave" "physics/wood/wood_solid_impact_soft2.wav" } } "Wood.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "96,104" "rndwave" { "wave" "physics/wood/wood_box_impact_hard1.wav" "wave" "physics/wood/wood_box_impact_hard2.wav" "wave" "physics/wood/wood_box_impact_hard3.wav" } } "Wood.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_solid_scrape_rough_loop1.wav" } "Wood.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_plank_scrape_smooth_loop1.wav" } "Wood.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_plank_break2.wav" "wave" "physics/wood/wood_plank_break3.wav" "wave" "physics/wood/wood_plank_break4.wav" } } "Wood.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_strain5.wav" "wave" "physics/wood/wood_strain6.wav" "wave" "physics/wood/wood_strain7.wav" "wave" "physics/wood/wood_strain8.wav" } } // wood box - small crate "Wood_Box.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_footstep1.wav" "wave" "physics/wood/wood_box_footstep2.wav" } } "Wood_Box.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_footstep3.wav" "wave" "physics/wood/wood_box_footstep4.wav" } } "Wood_Box.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_impact_bullet1.wav" "wave" "physics/wood/wood_box_impact_bullet2.wav" "wave" "physics/wood/wood_box_impact_bullet3.wav" "wave" "physics/wood/wood_box_impact_bullet4.wav" } } "Wood_Box.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_box_impact_soft1.wav" "wave" "physics/wood/wood_box_impact_soft2.wav" "wave" "physics/wood/wood_box_impact_soft3.wav" } } "Wood_Box.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_box_impact_hard4.wav" "wave" "physics/wood/wood_box_impact_hard5.wav" "wave" "physics/wood/wood_box_impact_hard6.wav" } } "Wood_Box.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_box_scrape_rough_loop1.wav" } "Wood_Box.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_box_scrape_smooth_loop1.wav" } "Wood_Box.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_box_break1.wav" "wave" "physics/wood/wood_box_break2.wav" } } "Wood_Box.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_strain1.wav" "wave" "physics/wood/wood_strain6.wav" "wave" "physics/wood/wood_strain7.wav" } } // wood crate - large crate "Wood_Crate.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_footstep1.wav" "wave" "physics/wood/wood_box_footstep2.wav" } } "Wood_Crate.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_footstep3.wav" "wave" "physics/wood/wood_box_footstep4.wav" } } "Wood_Crate.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_crate_impact_soft1.wav" "wave" "physics/wood/wood_crate_impact_soft2.wav" "wave" "physics/wood/wood_crate_impact_soft3.wav" } } "Wood_Crate.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_crate_impact_hard4.wav" "wave" "physics/wood/wood_crate_impact_hard5.wav" "wave" "physics/wood/wood_panel_impact_hard1.wav" } } "Wood_Crate.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_crate_scrape_rough_loop1.wav" } "Wood_Crate.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_box_scrape_smooth_loop1.wav" } "Wood_Crate.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_crate_break1.wav" "wave" "physics/wood/wood_crate_break2.wav" "wave" "physics/wood/wood_crate_break3.wav" "wave" "physics/wood/wood_crate_break4.wav" "wave" "physics/wood/wood_crate_break5.wav" } } "Wood_Crate.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "94,98" "rndwave" { "wave" "physics/wood/wood_strain3.wav" "wave" "physics/wood/wood_strain6.wav" "wave" "physics/wood/wood_strain8.wav" } } // wood plank "Wood_Plank.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_impact_bullet1.wav" "wave" "physics/wood/wood_box_impact_bullet2.wav" "wave" "physics/wood/wood_box_impact_bullet3.wav" "wave" "physics/wood/wood_box_impact_bullet4.wav" } } "Wood_Plank.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_plank_impact_soft1.wav" "wave" "physics/wood/wood_plank_impact_soft2.wav" "wave" "physics/wood/wood_plank_impact_soft3.wav" } } "Wood_Plank.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_plank_impact_hard1.wav" "wave" "physics/wood/wood_plank_impact_hard2.wav" "wave" "physics/wood/wood_plank_impact_hard3.wav" "wave" "physics/wood/wood_plank_impact_hard4.wav" "wave" "physics/wood/wood_plank_impact_hard5.wav" } } "Wood_Plank.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_plank_scrape_rough_loop1.wav" } "Wood_Plank.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_plank_scrape_smooth_loop1.wav" } "Wood_Plank.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_plank_break1.wav" "wave" "physics/wood/wood_plank_break2.wav" "wave" "physics/wood/wood_plank_break3.wav" "wave" "physics/wood/wood_plank_break4.wav" } } "Wood_Plank.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_strain1.wav" "wave" "physics/wood/wood_strain2.wav" "wave" "physics/wood/wood_strain4.wav" "wave" "physics/wood/wood_strain7.wav" } } // wood solid - small 6x6 or larger post "Wood_Solid.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_solid_impact_bullet1.wav" "wave" "physics/wood/wood_solid_impact_bullet2.wav" "wave" "physics/wood/wood_solid_impact_bullet3.wav" "wave" "physics/wood/wood_solid_impact_bullet4.wav" "wave" "physics/wood/wood_solid_impact_bullet5.wav" } } "Wood_Solid.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_solid_impact_soft1.wav" "wave" "physics/wood/wood_solid_impact_soft2.wav" "wave" "physics/wood/wood_solid_impact_soft3.wav" } } "Wood_Solid.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_solid_impact_hard1.wav" "wave" "physics/wood/wood_solid_impact_hard2.wav" "wave" "physics/wood/wood_solid_impact_hard3.wav" } } "Wood_Solid.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_solid_scrape_rough_loop1.wav" } "Wood_Solid.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_plank_scrape_smooth_loop1.wav" } "Wood_Solid.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "90,98" "rndwave" { "wave" "physics/wood/wood_plank_break1.wav" "wave" "physics/wood/wood_plank_break3.wav" } } "Wood_Solid.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "90,98" "rndwave" { "wave" "physics/wood/wood_strain1.wav" "wave" "physics/wood/wood_strain5.wav" "wave" "physics/wood/wood_strain8.wav" } } // wood furniture - chairs, small tables "Wood_Furniture.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_furniture_impact_soft1.wav" "wave" "physics/wood/wood_furniture_impact_soft2.wav" "wave" "physics/wood/wood_furniture_impact_soft3.wav" } } "Wood_Furniture.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_furniture_break1.wav" "wave" "physics/wood/wood_furniture_break2.wav" } } "Wood_Furniture.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "100,104" "rndwave" { "wave" "physics/wood/wood_strain4.wav" "wave" "physics/wood/wood_strain5.wav" "wave" "physics/wood/wood_strain6.wav" "wave" "physics/wood/wood_strain7.wav" } } // wood panel - plywood panel sheet "Wood_Panel.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/woodpanel1.wav" "wave" "player/footsteps/woodpanel3.wav" } } "Wood_Panel.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/footsteps/woodpanel2.wav" "wave" "player/footsteps/woodpanel4.wav" } } "Wood_Panel.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/wood/wood_box_impact_bullet1.wav" "wave" "physics/wood/wood_box_impact_bullet2.wav" "wave" "physics/wood/wood_box_impact_bullet3.wav" "wave" "physics/wood/wood_box_impact_bullet4.wav" } } "Wood_Panel.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_box_impact_soft1.wav" "wave" "physics/wood/wood_crate_impact_soft2.wav" "wave" "physics/wood/wood_box_impact_soft3.wav" } } "Wood_Panel.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_crate_impact_hard2.wav" "wave" "physics/wood/wood_crate_impact_hard3.wav" "wave" "physics/wood/wood_panel_impact_hard1.wav" } } "Wood_Panel.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_box_scrape_rough_loop1.wav" } "Wood_Panel.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/wood/wood_box_scrape_smooth_loop1.wav" } "Wood_Panel.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_panel_break1.wav" "wave" "physics/wood/wood_box_break1.wav" } } "Wood_Panel.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/wood/wood_strain1.wav" "wave" "physics/wood/wood_strain2.wav" "wave" "physics/wood/wood_strain3.wav" "wave" "physics/wood/wood_strain4.wav" } } // metal box - smaller metal box (< 2' width/height/depth) "Metal_Box.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_box_footstep1.wav" "wave" "physics/metal/metal_box_footstep3.wav" } } "Metal_Box.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_box_footstep2.wav" "wave" "physics/metal/metal_box_footstep4.wav" } } "Metal_Box.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/metal/metal_box_impact_bullet1.wav" "wave" "physics/metal/metal_box_impact_bullet2.wav" "wave" "physics/metal/metal_box_impact_bullet3.wav" } } "Metal_Box.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_box_impact_soft1.wav" "wave" "physics/metal/metal_box_impact_soft2.wav" "wave" "physics/metal/metal_box_impact_soft3.wav" } } "Metal_Box.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_box_impact_hard1.wav" "wave" "physics/metal/metal_box_impact_hard2.wav" "wave" "physics/metal/metal_box_impact_hard3.wav" } } "Metal_Box.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/metal/metal_box_scrape_rough_loop1.wav" } "Metal_Box.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.5" "pitch" "96,104" "wave" "physics/metal/metal_box_scrape_smooth_loop1.wav" } "Metal_Box.Break" { "soundlevel" "SNDLVL_85dB" "volume" "0.8" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_box_break1.wav" "wave" "physics/metal/metal_box_break2.wav" } } "Metal_Box.Strain" { "soundlevel" "SNDLVL_85dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/metal_box_strain1.wav" "wave" "physics/metal/metal_box_strain2.wav" "wave" "physics/metal/metal_box_strain3.wav" "wave" "physics/metal/metal_box_strain4.wav" } } "Tst11" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine1116m.wav" } "Tstpitch11" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "101" "wave" "test/alltypes/sine1116m.wav" } "Tst22" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine2216m.wav" } "Tstpitch22" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "101" "wave" "test/alltypes/sine2216m.wav" } "Tst44" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine4416ml.wav" } "Tstpitch44" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "250" "wave" "test/alltypes/sine4416ml.wav" } "Tstpitch44l" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98" "wave" "test/alltypes/sine448sl.wav" } "Tst448" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine448m.wav" } "Tstpitch448" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "101" "wave" "test/alltypes/sine448m.wav" } "TstMusic" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "*#music/hl2_song1.mp3" } "TstPitchMusic" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "120" "wave" "*#music/hl2_song1.mp3" } "TstPitchMusicl" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98" "wave" "*#music/hl2_song1.mp3" } "TstADPCM" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "100" "wave" "test/alltypes/sine4416sadpcm.wav" } "TstPitchADPCM" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "102" "wave" "test/alltypes/sine2216madpcm.wav" } "TstPitchADPCMl" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98" "wave" "test/alltypes/sine2216madpcm.wav" } // weapon body "weapon.StepLeft" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "wave" "physics/metal/weapon_footstep1.wav" } "weapon.StepRight" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "PITCH_NORM" "wave" "physics/metal/weapon_footstep2.wav" } "weapon.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/weapon_impact_soft1.wav" "wave" "physics/metal/weapon_impact_soft2.wav" "wave" "physics/metal/weapon_impact_soft3.wav" } } "weapon.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "98,100" "rndwave" { "wave" "physics/metal/weapon_impact_hard1.wav" "wave" "physics/metal/weapon_impact_hard2.wav" "wave" "physics/metal/weapon_impact_hard3.wav" } } "weapon.BulletImpact" { "soundlevel" "SNDLVL_75dB" "volume" "0.7" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/plastic/plastic_box_impact_bullet5.wav" "wave" "physics/metal/metal_computer_impact_bullet3.wav" "wave" "physics/metal/metal_computer_impact_bullet1.wav" } } "weapon.ScrapeRough" { "soundlevel" "SNDLVL_70dB" "volume" "0.4" "pitch" "75,85" "wave" "physics/metal/soda_can_scrape_rough_loop1.wav" } "weapon.ScrapeSmooth" { "soundlevel" "SNDLVL_70dB" "volume" "0.4" "pitch" "96,104" "wave" "physics/plastic/plastic_box_scrape_smooth_loop2.wav" } "Metal.SawbladeStick" { "soundlevel" "SNDLVL_75dB" "volume" "1.0" "pitch" "98,104" "rndwave" { "wave" "physics/metal/sawblade_stick1.wav" "wave" "physics/metal/sawblade_stick2.wav" "wave" "physics/metal/sawblade_stick3.wav" } }// -------------------------- // NGM_Ship_Weapons // -------------------------- "MissileExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^explosions/rocket_impact_01.wav" "wave" "^explosions/rocket_impact_02.wav" "wave" "^explosions/rocket_impact_03.wav" } } "ShipExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^explosions/middle_ship_explosion_01.wav" "wave" "^explosions/middle_ship_explosion_02.wav" "wave" "^explosions/small_ship_explosion_01.wav" } } "NGM_Brutus_Cannon.Singleshot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^ship_weapons/ngm_brutus_cannon_01.wav" "wave" "^ship_weapons/ngm_brutus_cannon_02.wav" "wave" "^ship_weapons/ngm_brutus_cannon_03.wav" "wave" "^ship_weapons/ngm_brutus_cannon_04.wav" } } "NGM_Light_Cannon.Singleshot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^ship_weapons/ngm_light_cannon_01.wav" "wave" "^ship_weapons/ngm_light_cannon_02.wav" } } "NGM_Pegasus_Missle.Singleshot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_40dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "ship_weapons/ngm_pegasus_missile_01.wav" "wave" "ship_weapons/ngm_pegasus_missile_02.wav" } } "NGM_Capship_Turrets.Singleshot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^ship_weapons/ngm_capship_turrets_01.wav" "wave" "^ship_weapons/ngm_capship_turrets_02.wav" "wave" "^ship_weapons/ngm_capship_turrets_03.wav" "wave" "^ship_weapons/ngm_capship_turrets_04.wav" } } "NGM_Lionella_Cannon.Singleshot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^ship_weapons/ngm_lionella_cannon_01.wav" "wave" "^ship_weapons/ngm_lionella_cannon_02.wav" } } "FlakCannon.Singleshot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" ")ship_weapons/flak_cannon/ngm_flak_cannon_01.wav" } "FlakCannon.Whiz" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "rndwave" { "wave" ">ship_weapons/flak_cannon/ngm_flak_explosion_doppler_01.wav" "wave" ">ship_weapons/flak_cannon/ngm_flak_explosion_doppler_02.wav" } } "FlakExplosion.Whiz" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_55dB" "pitch" "PITCH_NORM" "rndwave" { "wave" ")ship_weapons/flak_cannon/ngm_flak_explosion_whizz_01.wav" "wave" ")ship_weapons/flak_cannon/ngm_flak_explosion_whizz_02.wav" "wave" ")ship_weapons/flak_cannon/ngm_flak_explosion_whizz_03.wav" "wave" ")ship_weapons/flak_cannon/ngm_flak_explosion_whizz_04.wav" } } "FlakExplosion.Explode" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^explosions/exp_space_mid01.wav" "wave" "^explosions/exp_space_mid02.wav" } } "swarm_missle.Singleshot" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^ship_weapons/swarm_missle_01.wav" "wave" "^ship_weapons/swarm_missle_02.wav" "wave" "^ship_weapons/swarm_missle_03.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 "HUDQuickInfo.LowHealth" { "channel" "CHAN_ITEM" "volume" "0.8" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NONE" "wave" "common/warning.wav" } "HUDQuickInfo.LowAmmo" { "channel" "CHAN_ITEM" "volume" "0.8" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NONE" "wave" "common/warning.wav" } "HudChat.Message" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "common/talk.wav" } "HudTarget.TargetChanged" { "channel" "CHAN_ITEM" "volume" "0.6" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/target_beep.wav" } "HudTarget.Locked" { "channel" "136" // Random Channel so the noises dont overlap "volume" "0.8" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/target_locked.wav" } "HudTarget.LostLock" { "channel" "136" // Random Channel so the noises dont overlap "volume" "0.8" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/target_lost.wav" } "HudTarget.LockedLoop" { "channel" "136" // Random Channel so the noises dont overlap "volume" "0.2" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/locked_loop.wav" } "HudTarget.LockingLoop" { "channel" "136" // Random Channel so the noises dont overlap "volume" "0.8" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/locking_loop.wav" } "HudTarget.TargetLeadon" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/target_leadon.wav" } "HudRadar.Missile" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/missile_alarm.wav" } "HudSpace.LowHull" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "cockpit/low_hull_alarm.wav" } // Client .dll sounds "Player.DenyWeaponSelection" { "channel" "CHAN_ITEM" "volume" "0.32" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "common/wpn_denyselect.wav" } "Player.WeaponSelected" { "channel" "CHAN_ITEM" "volume" "0.32" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "common/wpn_select.wav" } "Player.WeaponSelectionMoveSlot" { "channel" "CHAN_ITEM" "volume" "0.32" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "common/wpn_moveselect.wav" } "Player.WeaponSelectionOpen" { "channel" "CHAN_ITEM" "volume" "0.32" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "common/wpn_hudon.wav" } "Player.WeaponSelectionClose" { "channel" "CHAN_ITEM" "volume" "0.32" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "common/wpn_hudoff.wav" } "MenuMusic.Intro" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "#music\HL2_song7.mp3" } "d1_town.Music_Intro" { "channel" "CHAN_STATIC" "volume" "0.6" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NONE" "wave" "*#music/HL2_song7.mp3" } // ****************************** // Spaceship_Engine "Engine.Start" { "channel" "CHAN_ITEM" "volume" "0.3" "soundlevel" "SNDLVL_90dB" "wave" "^engines/start-up.wav" } "Engine.Idle" { "channel" "CHAN_ITEM" "volume" "0.3" "soundlevel" "SNDLVL_90dB" "wave" "^engines/loop.wav" } "Engine.Stop" { "channel" "CHAN_ITEM" "volume" "0.3" "soundlevel" "SNDLVL_90dB" "wave" "^engines/off.wav" } "Engine.MainThrust" { "channel" "CHAN_AUTO" "volume" "0.6" "soundlevel" "SNDLVL_90dB" "wave" "^engines/main_thruster.wav" } "Engine.SideThrust" { "channel" "CHAN_AUTO" "volume" "0.6" "soundlevel" "SNDLVL_80dB" "wave" "^engines/side_thruster_01.wav" "wave" "^engines/side_thruster_02.wav" } "ATV_engine_idle" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" //"wave" "vehicles/atv_idle_loop1.wav" "wave" "vehicles/v8/v8_idle_loop1.wav" } "ATV_engine_null" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "wave" "common/null.wav" } "ATV_engine_start" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" //"wave" "vehicles/atv_start_loop1.wav" "wave" "vehicles/v8/v8_start_loop1.wav" } "ATV_engine_stop" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" //"wave" "common/null.wav" "wave" "vehicles/v8/v8_stop1.wav" } "ATV_rev" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_80dB" "pitch" "98,105" "wave" "vehicles/v8/v8_rev_short_loop1.wav" // "rndwave" // { // "wave" "vehicles/v8/v8_rev_short_loop1.wav" // "wave" "vehicles/v8/v8_rev_short_loop6.wav" // } } "ATV_reverse" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "100" "wave" "vehicles/v8/v8_firstgear_rev_loop1.wav" } "ATV_firstgear" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "100" //"wave" "vehicles/v8/v8_firstgear_rev_loop1.wav" "wave" "vehicles/v8/first.wav" } "ATV_secondgear" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,105" //"wave" "vehicles/atv_secondgear_to_fullthrottle_loop1.wav" //"wave" "vehicles/v8/v8_secondgear_loop1.wav" "wave" "vehicles/v8/second.wav" } "ATV_thirdgear" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,105" //"wave" "vehicles/atv_thirdgear_to_fullthrottle_loop1.wav" //"wave" "vehicles/v8/v8_secondgear_loop1.wav" "wave" "vehicles/v8/third.wav" } "ATV_fourthgear" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "105,105" "wave" "vehicles/v8/fourth_cruise_loop2.wav" } "ATV_firstgear_noshift" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "105,105" // NOTE: This needs to be a looping sound "wave" "vehicles/v8/first.wav" } "ATV_secondgear_noshift" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "105,105" // NOTE: This needs to be a looping sound "wave" "vehicles/v8/first.wav" } "ATV_thirdgear_noshift" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "105,105" // NOTE: This needs to be a looping sound "wave" "vehicles/v8/first.wav" } "ATV_fourthgear_noshift" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "105,105" // NOTE: This needs to be a looping sound "wave" "vehicles/v8/fourth_cruise_loop2.wav" } "ATV_downshift_to_2nd" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,105" //"wave" "vehicles/atv_downshift_to_2nd_loop1.wav" "wave" "vehicles/v8/first_rev.wav" //"wave" "vehicles/v8/downshift.wav" //"wave" "common/null.wav" } "ATV_downshift_to_1st" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,105" //"wave" "vehicles/atv_downshift_to_1st_loop1.wav" "wave" "vehicles/v8/first_rev.wav" //"wave" "vehicles/v8/downshift.wav" //"wave" "common/null.wav" } "ATV_throttleoff_slowspeed" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,105" "wave" "vehicles/v8/v8_throttle_off_slow_loop2.wav" //"wave" "vehicles/v8/v8_idle_loop1.wav" } "ATV_throttleoff_fastspeed" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,105" //"wave" "vehicles/atv_throttleoff_loop1.wav" "wave" "vehicles/v8/v8_throttle_off_fast_loop1.wav" //"wave" "common/null.wav" } "ATV_skid_lowfriction" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" //"wave" "vehicles/atv_skid_lowfriction.wav" "wave" "vehicles/v8/skid_lowfriction.wav" } "ATV_skid_normalfriction" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" //"wave" "vehicles/atv_skid_normalfriction.wav" "wave" "vehicles/v8/skid_normalfriction.wav" } "ATV_skid_highfriction" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" //"wave" "vehicles/atv_skid_highfriction.wav" "wave" "vehicles/v8/skid_highfriction.wav" } "ATV_impact_heavy" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "95,110" "rndwave" { "wave" "vehicles/v8/vehicle_impact_heavy1.wav" "wave" "vehicles/v8/vehicle_impact_heavy2.wav" "wave" "vehicles/v8/vehicle_impact_heavy3.wav" "wave" "vehicles/v8/vehicle_impact_heavy4.wav" } } "ATV_impact_medium" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "95,110" "rndwave" { "wave" "vehicles/v8/vehicle_impact_medium1.wav" "wave" "vehicles/v8/vehicle_impact_medium2.wav" "wave" "vehicles/v8/vehicle_impact_medium3.wav" "wave" "vehicles/v8/vehicle_impact_medium4.wav" } } "ATV_rollover" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "95,110" "rndwave" { "wave" "vehicles/v8/vehicle_rollover1.wav" "wave" "vehicles/v8/vehicle_rollover2.wav" } } "ATV_turbo_on" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" //"wave" "vehicles/vehicle_turbo_loop3.wav" "wave" "vehicles/v8/v8_turbo_on_loop1.wav" } "ATV_turbo_off" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" //"wave" "vehicles/vehicle_turbo_off1.wav" "wave" "vehicles/v8/v8_turbo_off.wav" } "ATV_start_in_water" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "100" "wave" "vehicles/jetski/jetski_no_gas_start.wav" } "ATV_stall_in_water" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "100" "wave" "vehicles/jetski/jetski_off.wav" } "Jeep.GaussCharge" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/gauss/chargeloop.wav" } "PropJeep.FireCannon" { "channel" "CHAN_AUTO" "volume" "0.750, 1.000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "weapons/gauss/fire1.wav" } "PropJeep.FireChargedCannon" { "channel" "CHAN_AUTO" "volume" "0.750, 1.000" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "weapons/gauss/fire1.wav" } "PropJeep.AmmoOpen" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" "wave" "vehicles/atv_ammo_open.wav" } "PropJeep.AmmoClose" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "pitch" "90,110" "wave" "vehicles/atv_ammo_close.wav" } // -------------------------- // ES DEFAULTS // -------------------------- "ES.ZoomIn" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_45dB" "pitch" "PITCH_NORM" "wave" "weapons/zoom_in.wav" } "ES.ZoomOut" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_45dB" "pitch" "PITCH_NORM" "wave" "weapons/zoom_out.wav" } // ------------------------- // UTF Grenade Launcher // ------------------------- "GrenadeLauncher.Fire" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_nadelauncher/utf_grenadelauncher_fire.wav" } "GrenadeLauncher.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_nadelauncher/utf_grenadelauncher_draw.wav" } "GrenadeLauncher.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_nadelauncher/utf_grenadelauncher_reload.wav" } // ------------------------- // UTF Pistol // ------------------------- "UTFPistol.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_pistol/pistol fire.wav" } "UTFPistol.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_pistol/specops_draw.wav" } "UTFPistol.AddSil" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_pistol/specops_add_silencer.wav" } "UTFPistol.RemSil" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_pistol/specops_remove_silencer.wav" } "UTFPistol.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_pistol/specops_reload_withsilencer.wav" } "UTFPistol.Bludgeon" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_pistol/specops_bludgeon.wav" } // ------------------------- // UTF AR // ------------------------- "UTFAR.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_fire.wav" } "UTFAR.Bludgeon" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_bludgeon.wav" } "UTFAR.DryFire" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_dryfire.wav" } "UTFAR.FireNade" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_firegrenade.wav" } "UTFAR.FireTank" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_firetankbuster.wav" } "UTFAR.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_draw.wav" } "UTFAR.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ar/utf_ar_reload.wav" } // ------------------------- // UTF Carbine // ------------------------- "UTFCarbine.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_carbine/utf_carbine_fire1.wav" } "UTFCarbine.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_carbine/utf_carbine_reload.wav" } "UTFCarbine.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_carbine/utf_carbine_draw.wav" } "UTFCarbine.Bludgeon" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_carbine/utf_carbine_bludgeon.wav" } // ------------------------- // ION CANNON // ========================= "IonCannon.Loop" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" "^weapons/utf_ion/ion_loop.wav" } "IonCannon.LoopEnd" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" "^weapons/utf_ion/ion_end.wav" } "IonCannon.ChargeBomb" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ion/utf_ion_ball_charger.wav" } "IonCannon.FireBomb" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ion/utf_ion_blast.wav" } "IonCannon.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_ion/ion_draw.wav" } "IonPulse.Loop" { "channel" "CHAN_STATIC" "volume" "0.6" "soundlevel" "SNDLVL_160dB" "pitch" "PITCH_NORM" "wave" "^weapons/utf_ion/ion_ball_loop.wav" } "IonPulse.ExplosionSmall" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_160dB" "pitch" "PITCH_NORM" "wave" "^weapons/utf_ion/ion_ball_explosion_small.wav" } "IonPulse.Explosion" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_160dB" "pitch" "PITCH_NORM" "wave" "^weapons/utf_ion/ion_ball_explosion.wav" } // ------------------------- // UTF Railgun // ------------------------- "UTFRail.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_rail/utf_railgun_single_shot01.wav" "wave" ")weapons/utf_rail/utf_railgun_single_shot02.wav" } "UTFRail.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_rail/utf_railgun_reload.wav" } // ------------------------- // NGM SMG // ------------------------- "NGMSMG.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_smg/nsmg_shot.wav" } "NGMSMG.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_smg/ngm_smg_reload.wav" } "NGMSMG.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_smg/ngm_smg_draw.wav" } // ------------------------- // NGM AR (Tankbuster) // ------------------------- "NGMAR.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_tankbuster/ngm_tankbuster_fire.wav" } "NGMAR.FireTank" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_tankbuster/ngm_tankbuster_secfire.wav" } "NGMAR.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_tankbuster/ngm_tankbuster_reload.wav" } // ------------------------- // NGM Railgun // ------------------------- "NGMRail.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_railgun/ngm_railgun_fire.wav" } "NGMRail.reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_railgun/ngm_railgun_reload.wav" } // ------------------------- // NGM Machinegun // ------------------------- "NGMMG.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_mg/NGM_Machinegun_fire.wav" } "NGMMG.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_mg/NGM_Machinegun_reload.wav" } // ------------------------- // UTF SMG // ------------------------- "UTFSMG.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_90dB" "pitch" "PITCH_NORM" "wave" ")weapons/utf_smg/smg_shot.wav" } "UTFSMG.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/utf_smg/smg_draw.wav" } "UTFSMG.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/utf_smg/smg_reload.wav" } "UTFSMG.Bludgeon" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/utf_smg/smg_bludgeon.wav" } // -------------------------- // NGM Pistol // -------------------------- "NGMPistol.SingleShot" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "PITCH_NORM" "rndwave" { "wave" ")weapons/ngm_pistol/npistol_shot2.wav" "wave" ")weapons/ngm_pistol/npistol_shot1.wav" } } "NGMPistol.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_pistol/npistol_reload.wav" } "NGMPistol.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_pistol/npistol_draw.wav" } "NGMPistol.Bludgeon" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_pistol/npistol_bludgeonhit.wav" } "NGMPistol.BludgeonMiss" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_pistol/npistol_bludgeonmiss.wav" } // -------------------------- // NGM FLAMETHROWER // -------------------------- "Flamer.FireLoop" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_flame/fire_loop.wav" } "Flamer.GasLoop" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_flame/gas_stream_loop.wav" } "Flamer.Reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_flame/flamer_reload.wav" } "Flamer.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_flame/flamer_draw.wav" } // ------------------------- // NGM Hackerbox // ------------------------- "Hackerbox.Draw" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_hackerbox/ngm_hackerbox_draw.wav" } "Hackerbox.Holster" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_hackerbox/ngm_hackerbox_holster.wav" } "Hackerbox.Secure" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_hackerbox/ngm_hackerbox_secure_subsystem.wav" } "Hackerbox.Hack" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" ")weapons/ngm_hackerbox/ngm_hackerbox_hacking_subsystem.wav" } "Hackerbox.Idle" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_60dB" "pitch" "PITCH_NORM" "wave" "weapons/ngm_hackerbox/ngm_hackerbox_idle.wav" } // ******* // 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" } } "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" } } // ************* // 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/hegrenade/he_bounce-1.wav" } "BaseGrenade.PullPin" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/pinpull.wav" } //******************************************************* // HL2 World sounds // doors, buttons, levers, platforms, beams "FuncTrackChange.Blocking" { "channel" "CHAN_VOICE" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "buttons/button11.wav" } "TriggerSuperArmor.StartCharging" { "channel" "CHAN_ITEM" "volume" "0.85" "soundlevel" "SNDLVL_75dB" "wave" "items/suitchargeok1.wav" } "TriggerSuperArmor.Charging" { "channel" "CHAN_ITEM" "volume" "0.85" "soundlevel" "SNDLVL_75dB" "wave" "items/suitcharge1.wav" } "TriggerSuperArmor.DoneCharging" { "channel" "CHAN_ITEM" "volume" "0.85" "soundlevel" "SNDLVL_75dB" "wave" "items/suitchargeno1.wav" } // ********************************************************* // Doors "Door.Locked1" { "channel" "CHAN_VOICE" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "doors/door_locked1.wav" } "Door.Locked2" { "channel" "CHAN_VOICE" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "doors/door_locked2.wav" } "DoorSound.Null" { "channel" "CHAN_BODY" "volume" "1.0" "pitch" "100" "soundlevel" "SNDLVL_NORM" "wave" "common/null.wav" } "DoorSound.DefaultMove" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "wave" "doors/default_move.wav" } "DoorSound.DefaultArrive" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "DoorSound.DefaultLocked" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "wave" "doors/default_locked.wav" } "RotDoorSound.DefaultMove" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "wave" "doors/default_move.wav" } "RotDoorSound.DefaultArrive" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "RotDoorSound.DefaultLocked" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "wave" "doors/default_locked.wav" } // 1 Metal Door "Doors.Move1" { "channel" "CHAN_BODY" "volume" "0.2" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door_metal_rusty_move1.wav" "wave" "doors/door_squeek1.wav" } } "Doors.FullOpen1" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_medium_open1.wav" } "Doors.FullClose1" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door_metal_medium_close1.wav" "wave" "doors/default_stop.wav" } } // 2 Rusty Metal Door "Doors.Move2" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door_metal_rusty_move1.wav" "wave" "doors/metal_move1.wav" } } "Doors.FullOpen2" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_large_open1.wav" } "Doors.FullClose2" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door_metal_large_close2.wav" "wave" "doors/metal_stop1.wav" } } // 3 Wood door "Doors.Move3" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door1_move.wav" "wave" "doors/wood_move1.wav" } } "Doors.FullOpen3" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door1_stop.wav" } "Doors.FullClose3" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door_wood_close1.wav" "wave" "doors/wood_stop1.wav" } } // 4 Old Wood door "Doors.Move4" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door1_move.wav" "wave" "doors/wood_move1.wav" } } "Doors.FullOpen4" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door1_stop.wav" } "Doors.FullClose4" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/door_wood_close1.wav" "wave" "doors/wood_stop1.wav" } } // 5 screen door with spring "Doors.Move5" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_screen_move1.wav" } "Doors.FullOpen5" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_screen_open1.wav" } "Doors.FullClose5" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_screen_close1.wav" } // 6 chainlink door "Doors.Move6" { "channel" "CHAN_BODY" "volume" "0.6" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_chainlink_move1.wav" } "Doors.FullOpen6" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_chainlink_close1.wav" } "Doors.FullClose6" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_chainlink_close2.wav" } // 7 metal gate "Doors.Move7" { "channel" "CHAN_BODY" "volume" "0.6" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_gate_move1.wav" } "Doors.FullOpen7" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_gate_close1.wav" } "Doors.FullClose7" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_large_close2.wav" } // 8 locker/metal box/vent door "Doors.Move8" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_thin_move1.wav" } "Doors.FullOpen8" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_thin_open1.wav" } "Doors.FullClose8" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/door_metal_thin_close2.wav" } // 9 large metal door "Doors.Move9" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "75,85" "rndwave" { "wave" "doors/metal_move1.wav" } } "Doors.FullOpen9" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "90,110" "wave" "doors/door_metal_large_close2.wav" } "Doors.FullClose9" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "90,110" "wave" "doors/door_metal_large_chamber_close1.wav" } // 10 huge metal door "Doors.Move10" { "channel" "CHAN_BODY" "volume" "0.8" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "plats/hall_elev_move.wav" } "Doors.FullOpen10" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "70,80" "wave" "plats/hall_elev_stop.wav" } "Doors.FullClose10" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_100dB" "pitch" "70,80" "wave" "plats/hall_elev_stop.wav" } // 11 large metal rollup door "Doors.Move11" { "channel" "CHAN_BODY" "volume" "0.65" "soundlevel" "SNDLVL_100dB" "pitch" "90,110" "wave" "doors/garage_move1.wav" } "Doors.FullOpen11" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_100dB" "pitch" "90,110" "wave" "doors/garage_stop1.wav" } "Doors.FullClose11" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_100dB" "pitch" "90,110" "wave" "doors/garage_stop1.wav" } // 12 large motorized door1 "Doors.Move12" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "100" "wave" "doors/doormove1.wav" } "Doors.FullOpen12" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "100" "wave" "doors/doorstop6.wav" } "Doors.FullClose12" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "100" "wave" "doors/doorstop6.wav" } // 13 large motorized door2 "Doors.Move13" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "100" "wave" "doors/doormove7.wav" } "Doors.FullOpen13" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "100" "wave" "doors/doorstop2.wav" } "Doors.FullClose13" { "channel" "CHAN_BODY" "volume" "0.9" "soundlevel" "SNDLVL_85dB" "pitch" "100" "wave" "doors/doorstop2.wav" } // 14 pressurized door "Doors.Move14" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/doormove2.wav" } "Doors.FullOpen14" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/doorstop1.wav" } "Doors.FullClose14" { "channel" "CHAN_BODY" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/doorstop1.wav" } // 15 high tech glass/plastic door "Doors.Move15" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/doormove4.wav" } "Doors.FullOpen15" { "channel" "CHAN_BODY" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/doorstop4.wav" } "Doors.FullClose15" { "channel" "CHAN_BODY" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/doorstop4.wav" } // 16 gigantic floodgate door "Doors.Move16" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "ambient/machines/wall_move4.wav" } "Doors.FullOpen16" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "plats/bigstop1.wav" } "Doors.FullClose16" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "plats/bigstop1.wav" } // 17 combine barrier/gate door large "Doors.Move17" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "ambient/machines/wall_ambient1.wav" } "Doors.FullOpen17" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "plats/platstop1.wav" } "Doors.FullClose17" { "channel" "CHAN_BODY" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "pitch" "100" "wave" "plats/platstop1.wav" } // 18 combine barrier/gate door medium "Doors.Move18" { "channel" "CHAN_BODY" "volume" "0.8" "soundlevel" "SNDLVL_90dB" "pitch" "120" "wave" "ambient/machines/wall_move5.wav" } "Doors.FullOpen18" { "channel" "CHAN_BODY" "volume" "0.8" "soundlevel" "SNDLVL_90dB" "pitch" "120" "wave" "plats/platstop1.wav" } "Doors.FullClose18" { "channel" "CHAN_BODY" "volume" "0.8" "soundlevel" "SNDLVL_90dB" "pitch" "100" "wave" "plats/platstop1.wav" } "doors.locker_shut" { "channel" "CHAN_STATIC" "volume" "0.15,0.25" "soundlevel" "SNDLVL_75dB" "pitch" "120,135" "rndwave" { "wave" "doors/vent_open2.wav" "wave" "doors/vent_open3.wav" } } // ************************************************************** // Combine Door (combine_gate_**) // combine gate citizen "Doors.CombineGate_citizen_unlock1" { "channel" "CHAN_STATIC" "volume" "0.65" "soundlevel" "SNDLVL_70dB" "pitch" "100" "wave" "plats/hall_elev_door.wav" } "Doors.CombineGate_citizen_move1" { "channel" "CHAN_BODY" "volume" "0.65" "soundlevel" "SNDLVL_70dB" "pitch" "100" "wave" "plats/hall_elev_move.wav" } "Doors.CombineGate_citizen_stop1" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_70dB" "pitch" "100" "wave" "plats/elevator_stop1.wav" } "Doors.CombineGate_citizen_stop2" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_70dB" "pitch" "100" "wave" "plats/elevator_stop2.wav" } // ************************************************************** // Door Handles // 1 latch "DoorHandles.Unlocked1" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "doors/latchunlocked1.wav" "wave" "doors/door_latch3.wav" } } "DoorHandles.Locked1" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/latchlocked2.wav" } // 2 pushbar "DoorHandles.Unlocked2" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/handle_pushbar_open1.wav" } "DoorHandles.Locked2" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/handle_pushbar_locked1.wav" } // 3 knob "DoorHandles.Unlocked3" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/latchunlocked1.wav" } "DoorHandles.Locked3" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/handle_knob_locked2.wav" } // 4 metal locker "DoorHandles.Unlocked4" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/latchunlocked2.wav" } "DoorHandles.Locked4" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "doors/handle_locker_locked1.wav" } // ********************************************************** // UNDONE: Platforms // 1 clean elevator //doors/door_elevator1.wav //doors/door_elevator_loop1.wav // 2 industrial elevator //doors/garage_move1.wav //doors/garage_stop1.wav // 3 extension bridge //doors/drawbridge_move1.wav //doors/drawbridge_stop1.wav // ********************************************************** // Buttons "Buttons.snd0" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "Buttons.snd1" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button1.wav" } "Buttons.snd2" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button2.wav" } "Buttons.snd3" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button3.wav" } "Buttons.snd4" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button4.wav" } "Buttons.snd5" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button5.wav" } "Buttons.snd6" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button6.wav" } "Buttons.snd7" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button7.wav" } "Buttons.snd8" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button8.wav" } "Buttons.snd9" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button9.wav" } "Buttons.snd10" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button10.wav" } "Buttons.snd11" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button11.wav" } "Buttons.snd12" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/latchlocked2.wav" } "Buttons.snd13" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "doors/latchunlocked1.wav" } "Buttons.snd14" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/lightswitch2.wav" } "Buttons.snd15" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button15.wav" } "Buttons.snd16" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button16.wav" } "Buttons.snd17" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button17.wav" } "Buttons.snd18" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button18.wav" } "Buttons.snd19" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button19.wav" } "Buttons.snd20" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button20.wav" } // ****************************************************** // Levers "Buttons.snd21" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "buttons/lever1.wav" } "Buttons.snd22" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "buttons/lever2.wav" } "Buttons.snd23" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "buttons/lever3.wav" } "Buttons.snd24" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "buttons/lever4.wav" } "Buttons.snd25" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "buttons/lever5.wav" } "Buttons.snd26" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/Lever6.wav" } "Buttons.snd27" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/Lever7.wav" } "Buttons.snd28" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/Lever8.wav" } // ****************************************************** // New buttons "Buttons.snd31" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button21.wav" } "Buttons.snd32" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button22.wav" } "Buttons.snd33" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button23.wav" } "Buttons.snd34" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button24.wav" } "Buttons.snd35" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button12.wav" } "Buttons.snd36" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button13.wav" } "Buttons.snd37" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/button14.wav" } // ************************************************ // Combine Buttons "Buttons.snd40" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button_locked.wav" } "Buttons.snd41" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button1.wav" } "Buttons.snd42" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button2.wav" } "Buttons.snd43" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button3.wav" } "Buttons.snd44" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button4.wav" } "Buttons.snd45" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button5.wav" } "Buttons.snd46" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button6.wav" } "Buttons.snd47" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "buttons/combine_button7.wav" } "WeaponDissolve.Dissolve" { "channel" "CHAN_ITEM" "volume" "0.7" "pitch" "90,110" "soundlevel" "SNDLVL_100db" "rndwave" { "wave" "ambient/levels/citadel/weapon_disintegrate1.wav" "wave" "ambient/levels/citadel/weapon_disintegrate2.wav" "wave" "ambient/levels/citadel/weapon_disintegrate3.wav" "wave" "ambient/levels/citadel/weapon_disintegrate4.wav" } } "WeaponDissolve.Charge" { "channel" "CHAN_ITEM" "volume" "0.45" "pitch" "90,110" "soundlevel" "SNDLVL_90db" "wave" "ambient/energy/electric_loop.wav" } "WeaponDissolve.Beam" { "channel" "CHAN_VOICE" "volume" "0.8" "pitch" "100" "soundlevel" "SNDLVL_100db" "rndwave" { "wave" "ambient/levels/citadel/zapper_loop1.wav" "wave" "ambient/levels/citadel/zapper_loop2.wav" } } "PropaneTank.Burst" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "95,105" "soundlevel" "SNDLVL_90db" "wave" "ambient/fire/gascan_ignite1.wav" } // sample animation script // // // commands: // Animate // 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 // starts another even running at the specified time // // StopEvent // stops another event that is current running at the specified time // // StopAnimation // stops all animations refering to the specified variable in the specified panel // // StopPanelAnimations // stops all active animations operating on the specified panel // // // Useful game console commands: // cl_Animationinfo or // displays all the animatable variables for the hud element // event LevelInit { } 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 "Hud.FgColor" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "Hud.FgColor" 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 } 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 } 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 } 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 } 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 } 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 } 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 96" Deaccel 0.1 0.2 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 255" 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 "Hud.BgColor" Linear 0.0 0.04 Animate HudHealth FgColor "Hud.BgColor" 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 "Hud.LoColor" Linear 0.0 0.25 Animate HudHealth FgColor "Hud.BgColor" 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 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 "Hud.HiColor" Linear 0.0 0.2 Animate HudHealth FgColor "Hud.FgColor" Linear 0.2 1.2 Animate HudHealth TextColor "Hud.HiColor" Linear 0.0 0.1 Animate HudHealth TextColor "Hud.FgColor" 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 "Hud.HiColor" Linear 0.0 0.1 Animate HudHealth TextColor "Hud.FgColor" 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 } // armor damaged event ArmorDecreased { Animate HudArmor Blur "7" Linear 0.0 0.0 Animate HudArmor Blur "0" Deaccel 0.1 0.5 } // 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 } 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 "White" Linear 0.0 0.01 Animate HudHintDisplay FgColor "HeaderBlue" Linear 0.5 0.2 Animate HudHintDisplay FgColor "White" Linear 0.7 0.2 Animate HudHintDisplay FgColor "HeaderBlue" Linear 1.5 0.2 Animate HudHintDisplay FgColor "White" 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 } event ConsoleLeftGaugeMove { Animate HudConsole LeftGaugeColor "Hud.HiColor" Linear 0.0 0.0 Animate HudConsole LeftGaugeColor "Hud.FgColor" Accel 0.1 0.5 } event ConsoleRightGaugeMove { Animate HudConsole RightGaugeColor "Hud.HiColor" Linear 0.0 0.0 Animate HudConsole RightGaugeColor "Hud.FgColor" Accel 0.1 0.5 } // ammo has been picked up event ClipIncreased { Animate HudAmmo FgColor "Hud.HiColor" Linear 0.0 0.15 Animate HudAmmo FgColor "Hud.FgColor" Deaccel 0.15 0.75 Animate HudAmmo Blur "3" Linear 0.0 0.0 Animate HudAmmo Blur "0" Accel 0.01 0.75 } // ammo has been decreased, but there is still some remaining event ClipDecreased { StopEvent AmmoIncreased 0.0 Animate HudAmmo Blur "5" Linear 0.0 0.0 Animate HudAmmo Blur "0" Deaccel 0.1 0.5 Animate HudAmmo TextColor "Hud.HiColor" Linear 0.0 0.1 Animate HudAmmo TextColor "Hud.FgColor" Deaccel 0.1 0.75 } // primary ammo is zero event ClipEmpty { Animate Hudammo FgColor "Hud.HiColor" Linear 0.0 0.2 Animate Hudammo FgColor "Hud.FgColor" Accel 0.2 1.2 } event HealthDamageTaken { Animate HudHealth FgColor "Hud.HiColor" Linear 0.0 0.25 Animate HudHealth FgColor "Hud.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 "Hud.HiColor" Linear 0.0 0.1 Animate HudHealth TextColor "Hud.FgColor" Deaccel 0.1 1.2 } event RadarPulse { Animate HudRadar pulse_fraction "100" Linear 0.0 1.0 //Animate HudRadar Blur "4" Accel 0.1 0.25 //Animate HudRadar Blur "0" Linear 0.35 0.5 Animate HudRadar pulse_fraction "0" Linear 1.0 0.0 RunEvent RadarPulseLoop 2.5 } event RadarPulseLoop { RunEvent RadarPulse 0.0 } event SubsystemPageFlash { Animate HudSubsystems FgColor "White" Linear "0.0" "0.25" Animate HudSubsystems FgColor "UTFMed" Linear "0.25" "0.25" Animate HudSubsystems FgColor "White" Linear "0.5" "0.25" Animate HudSubsystems FgColor "UTFMed" Linear "0.75" "0.25" Animate HudSubsystems FgColor "White" Linear "1.0" "0.25" Animate HudSubsystems FgColor "UTFMed" Linear "1.25" "0.25" Animate HudSubsystems FgColor "White" Linear "1.5" "0.25" Animate HudSubsystems FgColor "UTFMed" Linear "1.75" "0.25" Animate HudSubsystems FgColor "Gray" Linear "2.0" "1.0" } event ProgressBarStart { StopPanelAnimations HudProgress 0.0 Animate HudProgress alpha "0" Linear "0.0" "0.0" Animate HudProgress FgColor "255 255 255 255" Linear "0.0" "0.0" Animate HudProgress alpha "255" Linear "0.0" "0.25" } event ProgressBarStop { StopPanelAnimations HudProgress 0.0 Animate HudProgress FgColor "255 255 255 255" Linear "0.0" "0.0" Animate HudProgress alpha "255" Linear "0.0" "0.0" Animate HudProgress FgColor "255 0 0 255" Linear "0.0" "0.5" Animate HudProgress alpha "0" Linear "1.0" "0.25" } event ProgressBarSuccess { StopPanelAnimations HudProgress 0.0 Animate HudProgress FgColor "255 255 255 255" Linear "0.0" "0.0" Animate HudProgress alpha "255" Linear "0.0" "0.0" Animate HudProgress FgColor "0 255 0 255" Linear "0.0" "0.5" Animate HudProgress alpha "0" Linear "1.0" "0.25" } event SpaceBracketsFlash { Animate HudSpaceBrackets BarAlpha "192" Linear "0.0" "0.0" Animate HudSpaceBrackets BarAlpha "128" Linear "0.5" "0.5" } event RegisterHit { Animate HudSpaceCrosshair CrosshairColor "Hud.Text" Linear "0.0" "0.0" Animate HudSpaceCrosshair CrosshairColor "Hud.FgColor" Deaccel "0.1" "0.25" } event SpaceRadarDamageCenter { Animate HudSpaceRadar CenterColor "Hud.Text" Linear "0.0" "0.0" Animate HudSpaceRadar CenterColor "Hud.BlackColor" Deaccel "0.2" "0.25" } event SpaceRadarDamageLeft { Animate HudSpaceRadar LeftColor "Hud.Text" Linear "0.0" "0.0" Animate HudSpaceRadar LeftColor "Hud.BlackColor" Deaccel "0.2" "0.25" } event SpaceRadarDamageRight { Animate HudSpaceRadar RightColor "Hud.Text" Linear "0.0" "0.0" Animate HudSpaceRadar RightColor "Hud.BlackColor" Deaccel "0.2" "0.25" } event SpaceRadarDamageTop { Animate HudSpaceRadar TopColor "Hud.Text" Linear "0.0" "0.0" Animate HudSpaceRadar TopColor "Hud.BlackColor" Deaccel "0.2" "0.25" } event SpaceRadarDamageBottom { Animate HudSpaceRadar BottomColor "Hud.Text" Linear "0.0" "0.0" Animate HudSpaceRadar BottomColor "Hud.BlackColor" Deaccel "0.2" "0.25" } event SpaceRadarDamageStop { Animate HudSpaceRadar CenterColor "Hud.BlackColor" Linear "0.0" "0.0" Animate HudSpaceRadar LeftColor "Hud.BlackColor" Linear "0.0" "0.0" Animate HudSpaceRadar RightColor "Hud.BlackColor" Linear "0.0" "0.0" Animate HudSpaceRadar TopColor "Hud.BlackColor" Linear "0.0" "0.0" Animate HudSpaceRadar BottomColor "Hud.BlackColor" Linear "0.0" "0.0" } event HudNotificationShow { // show the hints Animate HudNotification Alpha 255 Linear 0.0 0.5 // hide the panel after a while Animate HudNotification Alpha 0 Linear 12.0 1.0 } event TicketChangeNGM { Animate HudRequisition NGMBgColor "White" Linear 0.0 0.15 Animate HudRequisition NGMBgColor "Hud.BlackColor" Linear 0.15 0.15 } event TicketChangeUTF { Animate HudRequisition UTFBgColor "White" Linear 0.0 0.15 Animate HudRequisition UTFBgColor "Hud.BlackColor" Linear 0.15 0.15 } event MinimapEnlarge { StopEvent MinimapShrink 0.0 Animate HudMinimap map_xpos "520" Deaccel "0.0" "0.25" Animate HudMinimap map_ypos "10" Deaccel "0.0" "0.25" Animate HudMinimap map_wide "400" Deaccel "0.0" "0.25" Animate HudMinimap map_tall "400" Deaccel "0.0" "0.25" } event MinimapShrink { StopEvent MinimapEnlarge 0.0 Animate HudMinimap map_xpos "164" Deaccel "0.0" "0.25" Animate HudMinimap map_ypos "50" Deaccel "0.0" "0.25" Animate HudMinimap map_wide "160" Deaccel "0.0" "0.25" Animate HudMinimap map_tall "160" Deaccel "0.0" "0.25" } "sprites/1600_hud" { TextureData { "crosshair_space" { "file" "sprites/space-cross" "x" "0" "y" "0" "width" "64" "height" "64" } "crosshair_missile" { "file" "sprites/space-missile" "x" "0" "y" "0" "width" "64" "height" "64" } "crosshair_guns" { "file" "sprites/space-guns" "x" "0" "y" "0" "width" "64" "height" "64" } "lead_space" { "file" "sprites/space-lead" "x" "0" "y" "0" "width" "64" "height" "64" } "lock_space" { "file" "sprites/space-lock" "x" "0" "y" "0" "width" "64" "height" "64" } "hud_tritick_left" { "file" "sprites/hudmisc" "x" "0" "y" "80" "width" "16" "height" "16" } "hud_tritick_right" { "file" "sprites/hudmisc" "x" "16" "y" "80" "width" "16" "height" "16" } "hud_tritick_up" { "file" "sprites/hudmisc" "x" "0" "y" "0" "width" "16" "height" "16" } "hud_tritick_down" { "file" "sprites/hudmisc" "x" "0" "y" "16" "width" "16" "height" "16" } "hud_tritick_open_left" { "file" "sprites/hudmisc" "x" "0" "y" "48" "width" "16" "height" "16" } "hud_tritick_open_right" { "file" "sprites/hudmisc" "x" "16" "y" "48" "width" "16" "height" "16" } "hud_tritick_open_up" { "file" "sprites/hudmisc" "x" "32" "y" "0" "width" "16" "height" "16" } "hud_tritick_open_down" { "file" "sprites/hudmisc" "x" "32" "y" "16" "width" "16" "height" "16" } "hud_bracket_NW" { "file" "sprites/hudmisc" "x" "64" "y" "0" "width" "16" "height" "16" } "hud_bracket_NE" { "file" "sprites/hudmisc" "x" "80" "y" "0" "width" "16" "height" "16" } "hud_bracket_SE" { "file" "sprites/hudmisc" "x" "80" "y" "16" "width" "16" "height" "16" } "hud_bracket_SW" { "file" "sprites/hudmisc" "x" "64" "y" "16" "width" "16" "height" "16" } "hud_bracket_half_NW" { "file" "sprites/hudmisc" "x" "96" "y" "0" "width" "16" "height" "16" } "hud_bracket_half_NE" { "file" "sprites/hudmisc" "x" "112" "y" "0" "width" "16" "height" "16" } "hud_bracket_half_SE" { "file" "sprites/hudmisc" "x" "112" "y" "16" "width" "16" "height" "16" } "hud_bracket_half_SW" { "file" "sprites/hudmisc" "x" "96" "y" "16" "width" "16" "height" "16" } "hud_bracket_closed_NW" { "file" "sprites/hudmisc" "x" "32" "y" "32" "width" "16" "height" "16" } "hud_bracket_closed_NE" { "file" "sprites/hudmisc" "x" "48" "y" "32" "width" "16" "height" "16" } "hud_bracket_closed_SE" { "file" "sprites/hudmisc" "x" "48" "y" "48" "width" "16" "height" "16" } "hud_bracket_closed_SW" { "file" "sprites/hudmisc" "x" "32" "y" "48" "width" "16" "height" "16" } "hud_subbracket_NW" { "file" "sprites/hudmisc" "x" "64" "y" "32" "width" "16" "height" "16" } "hud_subbracket_NE" { "file" "sprites/hudmisc" "x" "80" "y" "32" "width" "16" "height" "16" } "hud_subbracket_SE" { "file" "sprites/hudmisc" "x" "80" "y" "48" "width" "16" "height" "16" } "hud_subbracket_SW" { "file" "sprites/hudmisc" "x" "64" "y" "48" "width" "16" "height" "16" } "hud_capbracket_open_NW" { "file" "sprites/hudmisc" "x" "64" "y" "64" "width" "16" "height" "16" } "hud_capbracket_open_NE" { "file" "sprites/hudmisc" "x" "80" "y" "64" "width" "16" "height" "16" } "hud_capbracket_open_SE" { "file" "sprites/hudmisc" "x" "80" "y" "80" "width" "16" "height" "16" } "hud_capbracket_open_SW" { "file" "sprites/hudmisc" "x" "64" "y" "80" "width" "16" "height" "16" } "hud_capbracket_closed_NW" { "file" "sprites/hudmisc" "x" "32" "y" "64" "width" "16" "height" "16" } "hud_capbracket_closed_NE" { "file" "sprites/hudmisc" "x" "48" "y" "64" "width" "16" "height" "16" } "hud_capbracket_closed_SE" { "file" "sprites/hudmisc" "x" "48" "y" "80" "width" "16" "height" "16" } "hud_capbracket_closed_SW" { "file" "sprites/hudmisc" "x" "32" "y" "80" "width" "16" "height" "16" } "hud_square_closed" { "file" "sprites/hudmisc" "x" "0" "y" "112" "width" "16" "height" "16" } "hud_square_open" { "file" "sprites/hudmisc" "x" "16" "y" "112" "width" "16" "height" "16" } "hud_circle_closed" { "file" "sprites/hudmisc" "x" "32" "y" "112" "width" "16" "height" "16" } "hud_circle_open" { "file" "sprites/hudmisc" "x" "48" "y" "112" "width" "16" "height" "16" } "hud_triangle_closed" { "file" "sprites/hudmisc" "x" "64" "y" "112" "width" "16" "height" "16" } "hud_triangle_open" { "file" "sprites/hudmisc" "x" "80" "y" "112" "width" "16" "height" "16" } "hud_arcade" { "file" "sprites/hudmisc" "x" "96" "y" "32" "width" "32" "height" "32" } "hud_newton" { "file" "sprites/hudmisc" "x" "96" "y" "64" "width" "32" "height" "32" } "notify_nillia" { "file" "hud/notification/nillia" "x" "0" "y" "0" "width" "64" "height" "64" } "logo_ngm" { "file" "vgui/logo_ngm" "x" "0" "y" "0" "width" "128" "height" "128" } "logo_utf" { "file" "vgui/logo_utf" "x" "0" "y" "0" "width" "128" "height" "128" } } } /////////////////////// //Generator SOund /////////////////////// "bluegenerator.playlooping" { "dsp" "1" "dsp_volume" ".1" "playlooping" { "wave" "ambient/ngm_destroyer/generator_blue.wav" "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "0" } } /////////////////////// //Drill SOund /////////////////////// "drill.playlooping" { "dsp" "1" "dsp_volume" ".1" "playlooping" { "wave" "ambient/es_asteroid/drill/beam_loop.wav" "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "0" } "playlooping" { "wave" "ambient/es_asteroid/drill/drill_head_loop.wav" "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "1" } } /////////////////////// //Resets DSP to Hallways Sound Setup /////////////////////// "null.playlooping" { "dsp" "1" "dsp_volume" ".1" "playlooping" { "volume" "1.0" "pitch" "100" "wave" "null.wav" } } /////////////////////// //Resets DSP to Space: Hollow Astroid Sound Setup /////////////////////// "hollow.playlooping" { "dsp" "25" "dsp_volume" ".1" "playlooping" { "volume" "1.0" "pitch" "100" "wave" "null.wav" } } /////////////////////// //Resets DSP to Space: Close Astroid Field Sound Setup /////////////////////// "field.playlooping" { "dsp" "22" "dsp_volume" ".1" "playlooping" { "volume" "1.0" "pitch" "100" "wave" "null.wav" } } // DSP Effects // 0 : "Normal (off)" // 1 : "Generic" no echo // 2 : "Metal Small" no echo // 3 : "Metal Medium" slight metallic echo // 4 : "Metal Large" noticable metallic echo like garage, use for tunnels and sewers // 5 : "Tunnel Small" no echo // 6 : "Tunnel Medium" no echo, not noticable // 7 : "Tunnel Large" noticable, but smaller than metal large // 8 : "Chamber Small" no echo // 9 : "Chamber Medium" no echo // 10: "Chamber Large" no echo // 11: "Bright Small" barely noticable // 12: "Bright Medium" barely noticable // 13: "Bright Large" still barely noticable // 14: "Water 1" no echo // 15: "Water 2" no echo // 16: "Water 3" faint echo, long // 17: "Concrete Small" no echo // 18: "Concrete Medium" no echo // 19: "Concrete Large" no echo // 20: "Big 1" strong close succession, city // 21: "Big 2" strong farther succession, bigger distance, open fields // 22: "Big 3" strong even farther succession, canyon sounding, mountains // 23: "Cavern Small" no echo // 24: "Cavern Medium" slight echo // 25: "Cavern Large" medium echo, does not trail off quickly // 26: "Weirdo 1" like Big 2, use big 2 // 27: "Weirdo 2" like Big 2, use big 2 // 28: "Weirdo 3" like Big 2, use big 2 // ATTN_NONE 0.0f // ATTN_NORM 0.8f 75dB // ATTN_IDLE 2.0f 60dB // ATTN_STATIC 1.25f 66dB // ATTN_RICOCHET 1.5f 65dB // ATTN_GUNFIRE 0.27f 140dB // 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, // 0.2soundscapes_manifest { "file" "scripts/soundscapes_ngm_destroyer.txt" "file" "scripts/soundscapes_shootingrange.txt" "file" "scripts/soundscapes_es_asteroid.txt" // List additional soundscape files here }"mainshieldgen.playlooping" { "dsp" "1" "dsp_volume" ".1" "playrandom" { "wave" "ambient/ngm_destroyer/generator_green_01.wav" "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "1" } "playlooping" { "wave" "ambient/ngm_destroyer/generator_green_02.wav" "position" "2" "volume" "1.0" "pitch" "100" "attenuation" "0.7" } "playlooping" { "wave" "ambient/ngm_destroyer/generator_blue.wav" "position" "3" "volume" "1.0" "pitch" "100" "attenuation" "0.7" } } //Resets DSP to Hallways Sound Setup "null.playlooping" { "dsp" "1" "dsp_volume" ".1" "playlooping" { "volume" "1.0" "pitch" "100" "wave" "null.wav" } } // DSP Effects // 0 : "Normal (off)" // 1 : "Generic" default // 2 : "Metal Small" no echo // 3 : "Metal Medium" slight metallic echo // 4 : "Metal Large" noticable metallic echo like garage, use for tunnels and sewers // 5 : "Tunnel Small" no echo // 6 : "Tunnel Medium" no echo, not noticable // 7 : "Tunnel Large" noticable, but smaller than metal large // 8 : "Chamber Small" no echo // 9 : "Chamber Medium" no echo // 10: "Chamber Large" no echo // 11: "Bright Small" barely noticable // 12: "Bright Medium" barely noticable // 13: "Bright Large" still barely noticable // 14: "Water 1" no echo // 15: "Water 2" no echo // 16: "Water 3" faint echo, long // 17: "Concrete Small" no echo // 18: "Concrete Medium" no echo // 19: "Concrete Large" no echo // 20: "Big 1" strong close succession, city // 21: "Big 2" strong farther succession, bigger distance, open fields // 22: "Big 3" strong even farther succession, canyon sounding, mountains // 23: "Cavern Small" no echo // 24: "Cavern Medium" slight echo // 25: "Cavern Large" medium echo, does not trail off quickly // 26: "Weirdo 1" like Big 2, use big 2 // 27: "Weirdo 2" like Big 2, use big 2 // 28: "Weirdo 3" like Big 2, use big 2 // ATTN_NONE 0.0f // ATTN_NORM 0.8f 75dB // ATTN_IDLE 2.0f 60dB // ATTN_STATIC 1.25f 66dB // ATTN_RICOCHET 1.5f 65dB // ATTN_GUNFIRE 0.27f 140dB // 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/////////////////////// //Shooting Range Test /////////////////////// "mainshieldgen.playlooping" { "dsp" "1" "dsp_volume" ".25" "playlooping" { "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "1" "wave" "ambient/ngm_destroyer/generator_green_01.wav" } "playlooping" { "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "2" "wave" "ambient/ngm_destroyer/generator_green_02.wav" } "playlooping" { "volume" "1.0" "pitch" "100" "attenuation" "0.7" "position" "2" "wave" "ambient/ngm_destroyer/generator_blue.wav" } } //Resets DSP to Hallways Sound Setup "null.playlooping" { "dsp" "1" "playlooping" { "volume" "0.5" "pitch" "100" "wave" "null.wav" } }// "surface group" // { // "property" "value" // ... // } // // thickness: If this value is present, the material is not volumetrically solid // it means that the volume should be computed as the surface area times this // thickness (for automatic mass). The inside space beneath the thickness value is air. // // physics parameters are: // density: this is the material density in kg / m^3 (water is 1000) // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard) // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough) // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot) // // !!! Do not edit the physics properties (especially density) without the proper references !!! // // Sounds // // stepleft: footstep sound for left foot // stepright: footstep sound for right foot // impactsoft: Physical impact sound when hitting soft surfaces // impacthard: Physical impact sound when hitting hard surfaces // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces) // scraperough: Looping physics friction sound (when scraping rough surfaces) // bulletimpact: bullet impact sound // gamematerial: game material index (can be a single letter or a number) // // NOTE: The properties of "default" will get copied into EVERY material who does not // override them!!! // // "base" means to use the parameters from that material as a base. // "base" must appear as the first key in a material // "shield" { "thickness" "0.5" "density" "2700" "elasticity" "0.0" "friction" "0.0" "stepleft" "Glass.StepLeft" "stepright" "Glass.StepRight" "scraperough" "Glass.ScrapeRough" "scrapesmooth" "Glass.ScrapeSmooth" "impacthard" "Glass.ImpactHard" "impactsoft" "Glass.ImpactSoft" "bulletimpact" "Glass.BulletImpact" // "strain" "Glass.Strain" "break" "Glass.Break" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.0" "gamematerial" "Z" } "tactical_hull" { "base" "metal" "thickness" "0.1" "density" "2700" "elasticity" "0.2" "friction" "0.8" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audioHardMinVelocity" "500" // 500 "impactHardThreshold" "0.5" "impacthard" "MetalVehicle.ImpactHard" "impactsoft" "MetalVehicle.ImpactSoft" "scraperough" "MetalVehicle.ScrapeRough" "scrapesmooth" "MetalVehicle.ScrapeSmooth" "gamematerial" "Z" // PLACEHOLDER } "capital_hull" { "base" "metal" "thickness" "0.1" "density" "2700" "elasticity" "0.2" "friction" "0.8" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audioHardMinVelocity" "500" // 500 "impactHardThreshold" "0.5" "impacthard" "MetalVehicle.ImpactHard" "impactsoft" "MetalVehicle.ImpactSoft" "scraperough" "MetalVehicle.ScrapeRough" "scrapesmooth" "MetalVehicle.ScrapeSmooth" "gamematerial" "Z" // PLACEHOLDER }// Override this file in your mod directory so you can load the base HL2 file as well // as new properties. // NOTE: Listing a property twice (e.g. in separate files) means that // the values in the second definition will override the first definition // NOTE: Each file must have a unique name. The physics system does not understand mods and will not // parse the same file (compared by name) twice. surfaceproperties_manifest { "file" "scripts/surfaceproperties.txt" // List additional surface property files here: "file" "scripts/surfaceproperties_hl2.txt" "file" "scripts/surfaceproperties_es.txt" } CapshipTurretData { "turret_laser" { "printname" "Laser Turret" "model" "models/capships/turrets/laser_turret.mdl" "weapon" "laser_turret" "hitpoints" "350" "fov" "90" "tracking_speed" "25" // degrees per second } "turret_laser2" { "printname" "Laser Turret" "model" "models/capships/turrets/laser_turret.mdl" "weapon" "laser_turret2" "hitpoints" "500" "fov" "90" "tracking_speed" "30" // degrees per second } } // This is a test jeep type vehicle for the wasteland "vehicle" { "body" { "massCenterOverride" "0 0 0" // leave at vec3_origin for no override "massoverride" "800" // in kg, leave at 0 for no override (kg) "addgravity" "0.33" // keeps car down } "engine" { "horsepower" "350" // engine power "maxrpm" "3000" // max rounds per minute "maxspeed" "35" // forward mph "maxReverseSpeed" "20" // backward mph "autotransmission" "1" // true for auto, false for manual "axleratio" "4.56" // ratio of engine rev to axle rev "gear" "1.86" // 1st gear (max 6 gears) "gear" "1.59" // 2nd gear "gear" "1.17" // 3rd gear "gear" "1.0" // 4th gear "gear" "0.84" // 5th gear "shiftuprpm" "1500" // max RPMs to switch to a higher gear "shiftdownrpm" "300" // min RPMs to switch to a lower gear "boost" { // "force" "1.5" // 1.5 car body mass * gravity * inches / second ^ 2 "duration" "1.0" // 1 second of boost "delay" "15" // 15 seconds before you can use it again "torqueboost" "1" // enable "sprint" mode of vehicle, not force type booster "maxspeed" "50" // maximum turbo speed "force" "2.5" // use for value as a boost factor } } "steering" { "degrees" "60" // angle in degrees of steering "slowcarspeed" "0" // this is the max speed of "slow" "fastcarspeed" "40" // this is the min speed of "fast" "slowsteeringrate" "4" // this is the speed the wheels are steered when the vehicle is "slow" "faststeeringrate" "2" // this is the speed the wheels are steered when the vehicle is "fast" "steeringRestFactor" "1.5" // this is the speed at which the wheels move toward their resting state (straight ahead) "skidallowed" "1" // true/false skid flag "dustcloud" "1" // flag for creating a dustcloud behind vehicle } "wheelsperaxle" "2" // wheels per axle // front axle "axle" { "torquefactor" "0.8" // normalized to 1 across all axles "brakefactor" "0.5" // normalized to 1 across all axles "wheel" { "radius" "18" "mass" "100" // in kg "inertia" "0.5" // steady the car (fixes the oscillation of the axles about z) "damping" "0" // usually 0 "rotdamping" "0.0" // usually 0 "material" "jeeptire" // tire surface properties "skidmaterial" "slidingrubbertire" // surface properties when sliding "brakematerial" "brakingrubbertire" // surface properties wen breaking } "suspension" { "springConstant" "80" "springDamping" "4" "stabilizerConstant" "110" "springDampingCompression" "4" "maxBodyForce" "250" } } // rear axle "axle" { "torquefactor" "0.2" "brakefactor" "0.5" "wheel" { "radius" "20" "mass" "100" "inertia" "0.5" // steady the car (fixes the oscillation of the axles about z) "damping" "0" "rotdamping" "0.0" "material" "jeeptire" "skidmaterial" "slidingrubbertire" "brakematerial" "brakingrubbertire" } "suspension" { "springConstant" "80" "springDamping" "4" "stabilizerConstant" "110" "springDampingCompression" "4" "maxBodyForce" "250" } } } "vehicle_sounds" { // List gears in order from lowest speed to highest speed "gear" { "max_speed" "0.3" "speed_approach_factor" "1.0" } "gear" { "max_speed" "0.5" "speed_approach_factor" "0.07" } "gear" { "max_speed" "0.75" "speed_approach_factor" "0.07" } "gear" { "max_speed" "0.90" "speed_approach_factor" "0.035" } "gear" { "max_speed" "0.95" "speed_approach_factor" "0.015" } "gear" { "max_speed" "2.0" "speed_approach_factor" "0.03" } "state" { "name" "SS_START_WATER" "sound" "ATV_start_in_water" } "state" { "name" "SS_START_IDLE" "sound" "ATV_engine_start" } "state" { "name" "SS_SHUTDOWN_WATER" "sound" "ATV_stall_in_water" } "state" { "name" "SS_IDLE" "sound" "ATV_engine_idle" } "state" { "name" "SS_REVERSE" "sound" "ATV_reverse" "min_time" "0.5" } "state" { "name" "SS_GEAR_0" "sound" "ATV_rev" "min_time" "0.75" } "state" { "name" "SS_GEAR_0_RESUME" "sound" "ATV_engine_idle" "min_time" "0.75" } "state" { "name" "SS_GEAR_1" "sound" "ATV_firstgear" "min_time" "0.5" } "state" { "name" "SS_GEAR_1_RESUME" "sound" "ATV_firstgear_noshift" "min_time" "0.5" } "state" { "name" "SS_GEAR_2" "sound" "ATV_secondgear" "min_time" "0.5" } "state" { "name" "SS_GEAR_2_RESUME" "sound" "ATV_secondgear_noshift" "min_time" "0.5" } "state" { "name" "SS_GEAR_3" "sound" "ATV_thirdgear" "min_time" "0.5" } "state" { "name" "SS_GEAR_3_RESUME" "sound" "ATV_thirdgear_noshift" "min_time" "0.5" } "state" { "name" "SS_GEAR_4" "sound" "ATV_fourthgear" "min_time" "0.5" } "state" { "name" "SS_GEAR_4_RESUME" "sound" "ATV_fourthgear_noshift" "min_time" "0.5" } "state" { "name" "SS_SLOWDOWN_HIGHSPEED" "sound" "ATV_throttleoff_fastspeed" } "state" { "name" "SS_SLOWDOWN" "sound" "ATV_throttleoff_slowspeed" } "state" { "name" "SS_TURBO" "sound" "ATV_turbo_on" "min_time" "2.5" } "state" { "name" "SS_SHUTDOWN" "sound" "ATV_engine_stop" } "crashsound" { "min_speed" "350" "min_speed_change" "250" "sound" "ATV_impact_medium" "gear_limit" "1" } "crashsound" { "min_speed" "450" "min_speed_change" "350" "sound" "ATV_impact_heavy" } "skid_lowfriction" "ATV_skid_lowfriction" "skid_normalfriction" "ATV_skid_normalfriction" "skid_highfriction" "ATV_skid_highfriction" } "ngm_gunship" { "printname" "NGM Gunship" "model_inches" "models/ships/ngm_gunship.mdl" "model_meters" "models/ships/ngm_gunship_space.mdl" "MaxSpeed" "75" "BoostSpeed" "155" "EnergyRate" "50" "EnergyPool" "200" "ShieldPoints" "800" "HitPoints" "2700" "NumGibs" "0" "NumSeats" "6" "MassOverride" "34000" // Loaded F16 "statusicon" "utf_fighter" "sound_doppler" "Engine.Idle" "sound_forward" "Engine.MainThrust" "sound_back" "Engine.SideThrust" "sound_left" "Engine.MainThrust" "sound_right" "Engine.MainThrust" "sound_up" "Engine.SideThrust" "sound_down" "Engine.SideThrust" // Degrees per second "MaxTurnRoll" "80" // Roll "MaxTurnPitch" "80" // Pitch "MaxTurnYaw" "80" // Yaw "WeaponData" { } "ComponentData" { "engine" { // Meters per second squared "AccelX" "60" "AccelY" "60" "AccelZ" "60" // Degrees per second squared "AngAccelRoll" "140" // Roll "AngAccelPitch" "140" // Pitch "AngAccelYaw" "140" // Yaw } } "EngineData" { } }"ngm_heavy" { "printname" "NGM Heavy Fighter" "model_inches" "models/ships/ngm_hvy_fighter.mdl" "model_meters" "models/ships/ngm_hvy_fighter_space.mdl" "MaxSpeed" "75" "BoostSpeed" "130" "EnergyRate" "30" "EnergyPool" "200" "ShieldPoints" "800" "HitPoints" "1000" "NumGibs" "0" "NumSeats" "1" "MassOverride" "34000" // Loaded F16 "statusicon" "utf_fighter" "sound_doppler" "Engine.Idle" "sound_forward" "Engine.MainThrust" "sound_back" "Engine.SideThrust" "sound_left" "Engine.MainThrust" "sound_right" "Engine.MainThrust" "sound_up" "Engine.SideThrust" "sound_down" "Engine.SideThrust" // Degrees per second "MaxTurnRoll" "60" // Roll "MaxTurnPitch" "60" // Pitch "MaxTurnYaw" "60" // Yaw "WeaponData" { "laser_medium" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "laser1" //"group" "1" "stagger_delay" "0.0" // generally i * shootTime / numGunsInGroup "ammo_start" "0" } "laser_medium" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "laser2" //"group" "1" "stagger_delay" "0.0" // generally i * shootTime / numGunsInGroup "ammo_start" "0" } "heavy_cannon" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "chaingun" //"group" "1" "stagger_delay" "0.0" // generally i * shootTime / numGunsInGroup "ammo_start" "3000" } "flak_cannon" { "locked" "1" "nomodel" "1" "trigger" "2048" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "flak1" //"group" "1" "stagger_delay" "0.0" // generally i * shootTime / numGunsInGroup "ammo_start" "150" } "flak_cannon" { "locked" "1" "nomodel" "1" "trigger" "2048" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "flak2" //"group" "1" "stagger_delay" "0.4" // generally i * shootTime / numGunsInGroup "ammo_start" "150" } } "ComponentData" { "engine" { // Meters per second squared "AccelX" "53" "AccelY" "53" "AccelZ" "53" // Degrees per second squared "AngAccelRoll" "130" // Roll "AngAccelPitch" "130" // Pitch "AngAccelYaw" "130" // Yaw } } "EngineData" { } }"utf_fighter" { "printname" "UTF Fighter Class A" "model_inches" "models/ships/utf_fighter.mdl" "model_meters" "models/ships/utf_fighter_meters.mdl" "MaxSpeed" "70" "BoostSpeed" "150" "EnergyRate" "30" "EnergyPool" "160" "ShieldPoints" "800" "HitPoints" "500" "NumSeats" "1" "MassOverride" "12000" // Loaded F16 "statusicon" "utf_fighter" "sound_doppler" "Engine.Idle" "sound_forward" "Engine.MainThrust" "sound_back" "Engine.SideThrust" "sound_left" "Engine.MainThrust" "sound_right" "Engine.MainThrust" "sound_up" "Engine.SideThrust" "sound_down" "Engine.SideThrust" // Degrees per second "MaxTurnRoll" "90" // Roll "MaxTurnPitch" "80" // Pitch "MaxTurnYaw" "80" // Yaw "WeaponData" { "swarm_missile" { "locked" "1" "nomodel" "1" "trigger" "2048" // IN_ATTACK2 "role" "0" // VEHICLE_DRIVER "attachment" "med1" "ammo_start" "45" } "swarm_missile" { "locked" "1" "nomodel" "1" "trigger" "2048" // IN_ATTACK2 "role" "0" // VEHICLE_DRIVER "attachment" "med2" "ammo_start" "45" } "laser_medium" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "med1" //"group" "1" "stagger_delay" "0.0" // generally i * shootTime / numGunsInGroup "ammo_start" "0" } "laser_medium" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "med2" "stagger_delay" "0.1" "ammo_start" "0" //"group" "1" } //"laser_small" //{ // "locked" "1" // "nomodel" "1" // "trigger" "1" // IN_ATTACK // "role" "0" // VEHICLE_DRIVER // "attachment" "light1" // "ammo_start" "0" // //"group" "2" //} "laser_small" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "light2" "ammo_start" "0" //"group" "2" } } "ComponentData" { "engine" { // Meters per second squared "AccelX" "75" "AccelY" "75" "AccelZ" "75" // Degrees per second squared "AngAccelRoll" "350" // Roll "AngAccelPitch" "350" // Pitch "AngAccelYaw" "350" // Yaw } } "EngineData" { "engine1" { "Forward" "1" "YawRight" "1" "Type" "2" "Scale" "1" } "engine2" { "Forward" "1" "YawLeft" "1" "Type" "2" "Scale" "1" } "engine3" { "Reverse" "1" "YawLeft" "1" "Scale" "1.4" "Type" "0" } "engine4" { "Reverse" "1" "YawRight" "1" "Scale" "1.4" "Type" "0" } "engine5" { "Down" "1" "RollLeft" "1" "PitchDown" "1" "Scale" "2.5" "Type" "0" } "engine6" { "Down" "1" "RollRight" "1" "PitchDown" "1" "Scale" "2.5" "Type" "0" } "engine7" { "Up" "1" "RollLeft" "1" "PitchUp" "1" "Scale" "2.5" "Type" "0" } "engine8" { "Up" "1" "RollRight" "1" "PitchUp" "1" "Scale" "2.5" "Type" "0" } "engine9" { "Left" "1" "Scale" "7" "Type" "0" } "engine10" { "Right" "1" "Scale" "7" "Type" "0" } } }"utf_interceptor" { "printname" "UTF Interceptor Class A" "model_inches" "models/ships/utf_interceptor.mdl" "model_meters" "models/ships/utf_interceptor_meters.mdl" "MaxSpeed" "110" "BoostSpeed" "170" // Percent per second "EnergyRate" "3" "EnergyPool" "100" "ShieldPoints" "1000" "HitPoints" "475" "NumGibs" "0" "NumSeats" "1" "statusicon" "utf_interceptor" "sound_doppler" "Engine.Idle" "sound_forward" "Engine.MainThrust" "sound_back" "Engine.SideThrust" "sound_left" "Engine.SideThrust" "sound_right" "Engine.SideThrust" "sound_up" "Engine.SideThrust" "sound_down" "Engine.SideThrust" // Degrees per second "MaxTurnRoll" "75" // Roll "MaxTurnPitch" "60" // Pitch "MaxTurnYaw" "60" // Yaw "WeaponData" { "pegasus_launcher" { "locked" "1" "nomodel" "1" "trigger" "2048" // IN_ATTACK2 "role" "0" // VEHICLE_DRIVER "attachment" "missile01" //"group" "1" "stagger_delay" "0.0" "ammo_start" "8" } //"pegasus_launcher" //{ // "locked" "1" // "nomodel" "1" // "trigger" "2048" // IN_ATTACK2 // "role" "0" // VEHICLE_DRIVER // "attachment" "missile02" // //"group" "1" // "stagger_delay" "0.3" // "ammo_start" "8" //} //"pegasus_launcher" //{ // "locked" "1" // "nomodel" "1" // "trigger" "2048" // IN_ATTACK2 // "role" "0" // VEHICLE_DRIVER // "attachment" "missile03" // "group" "2" // "stagger_delay" "0.0" //} //"pegasus_launcher" //{ // "locked" "1" // "nomodel" "1" // "trigger" "2048" // IN_ATTACK2 // "role" "0" // VEHICLE_DRIVER // "attachment" "missile04" // "group" "2" // "stagger_delay" "0.3" //} "light_cannon" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "gun01" "ammo_start" "500" } "light_cannon" { "locked" "1" "nomodel" "1" "trigger" "1" // IN_ATTACK "role" "0" // VEHICLE_DRIVER "attachment" "gun02" "ammo_start" "500" } } "ComponentData" { "engine" { // Meters per second squared "AccelX" "70" "AccelY" "70" "AccelZ" "70" // Degrees per second squared "AngAccelRoll" "300" // Roll "AngAccelPitch" "300" // Pitch "AngAccelYaw" "300" // Yaw } } "EngineData" { "engine01" { "Forward" "1" "YawRight" "1" "Type" "2" "Scale" "0.35" } "engine02" { "Forward" "1" "YawLeft" "1" "Type" "2" "Scale" "0.35" } "engine03" { "Forward" "1" "YawRight" "1" "Scale" "1.3" "Type" "0" } "engine04" { "Forward" "1" "YawLeft" "1" "Scale" "1.3" "Type" "0" } "engine05" { "Reverse" "1" "Scale" "2.5" "Type" "0" } "engine06" { "Reverse" "1" "Scale" "2.5" "Type" "0" } } }// Bullet // 0 - No Bullets (Projectile only) *DEFAULT* // 1 - Use Bullets // Bullet Types: // 0 - LIGHT_LASER // 1 - MEDIUM_LASER // 2 - HEAVY_LASER // 3 - UNUSED // 4 - LIGHT_CANNON // 5 - HEAVY_CANNON // 21 - PROJ_ENERGY // 22 - PROJ_MISSILE // 23 - PROJ_KINETIC // 24 - PROJ_BLAST // Missiles and other Projectiles: // pegasus - Short Range, Fast, Armor Piercing, Aspect Lock // daedalus - Long Range, Fast, Proxy Shrapnel, Aspect Lock // icarus - Medium Range, Med, Proxy Shrapnel, Heat Seek // prometheus - Medium Range, Slow, Capship Buster, Dumb Fire // rockeye - Medium Range, Slow, Cluster Bomb, Dumb Fire // noname - Long Range, Fast, Armor Piercing, Aspect Lock // noname - Short Range, Fast, Swarm Missile, Aspect Lock // noname - Short Range, Fast, Heavy Armor Pierce, Dumb Fire // tta - Medium Range, Fast, TAG Missile, Heat Seek VehicleWeaponData { "laser_small" { "printname" "Lionella Cannon" "model" "models/weapons/w_utf_rail.mdl" "fire_rate" "0.16" "reload_time" "0.0" "clip_size" "-1" "energy_use" "10" "UseBullets" "1" "bullet_speed" "1000" "bullet_colgroup" "42" // PROJ_ENERGY "bullet_damage" "30" "bullet_lifetime" "1.0" "bullet_tracer" "1" "bullet_sprite" "effects/laser_red" "bullet_color" "255 255 255 0" "bullet_glow_color" "255 0 0 255" "bullet_damagetype" "1024" "bullet_size" "0.8" "bullet_length" "10" //"FireInHangar" "1" //PLACEHOLDER SoundData { "single_shot" "Ngm_Lionella_Cannon.Singleshot" } } "laser_medium" { "printname" "Brutus Cannon" "model" "models/weapons/w_utf_rail.mdl" "fire_rate" "0.2" "reload_time" "0.0" "clip_size" "-1" "energy_use" "20" "UseBullets" "1" "bullet_speed" "900" "bullet_colgroup" "21" // PROJ_ENERGY "bullet_damage" "50" "bullet_lifetime" "1.2" "bullet_tracer" "1" "bullet_sprite" "effects/strider_tracer" "bullet_color" "0 255 0 255" "bullet_damagetype" "1024" "bullet_size" "1" "bullet_length" "6" "firing_cone" "1.0" SoundData { "single_shot" "Ngm_Brutus_Cannon.Singleshot" } } "laser_large" { "printname" "Apollo Cannon" "model" "models/weapons/w_utf_rail.mdl" "fire_rate" "0.15" "reload_time" "0.0" "clip_size" "-1" "energy_use" "40" "UseBullets" "1" "bullet_speed" "700" "bullet_colgroup" "21" // PROJ_ENERGY "bullet_damage" "47" "bullet_lifetime" "1.4" "bullet_tracer" "1" "bullet_sprite" "effects/strider_tracer" "bullet_color" "0 0 255 255" "bullet_damagetype" "1024" "bullet_size" "3" "bullet_length" "4" // Bullet_type definition will ignore projectile } "laser_turret" { "printname" "Apollo Cannon" "model" "models/weapons/w_utf_rail.mdl" "fire_rate" "0.14" "reload_time" "0.0" "clip_size" "-1" "UseBullets" "1" "bullet_speed" "700" "bullet_colgroup" "21" // PROJ_ENERGY "bullet_damage" "15" "bullet_lifetime" "1.4" "bullet_tracer" "1" "bullet_sprite" "effects/strider_tracer" "bullet_color" "255 128 0 255" "bullet_damagetype" "1024" "bullet_size" "1" "bullet_length" "8" "firing_cone" "4.0" SoundData { "single_shot" "Ngm_capship_turrets.Singleshot" } } "laser_turret2" { "printname" "Apollo Cannon" "model" "models/weapons/w_utf_rail.mdl" "fire_rate" "0.1" "reload_time" "0.0" "clip_size" "-1" "UseBullets" "1" "bullet_speed" "800" "bullet_colgroup" "21" // PROJ_ENERGY "bullet_damage" "40" "bullet_lifetime" "1.4" "bullet_tracer" "1" "bullet_sprite" "effects/strider_tracer" "bullet_color" "32 32 255 255" "bullet_damagetype" "1024" "bullet_size" "1" "bullet_length" "8" "firing_cone" "3.0" SoundData { "single_shot" "Ngm_capship_turrets.Singleshot" } } "pegasus_launcher" { "printname" "Pegasus Missile" "model" "models/weapons/w_utf_ar.mdl" "fire_rate" "2.0" "reload_time" "1.0" "clip_size" "8" "ammo_maxcarry" "20" "energy_cost" "5" "projectile" "pegasus" "UseLockOn" "1" "TimeToLock" "2.0" "MinDotLock" "0.9925" // cos 7 degree (14 degree spread) "MinDotLoseLock" "0.89" // Bigger SoundData { "single_shot" "Ngm_pegasus_missle.Singleshot" } } "daedalus_launcher" { "printname" "Daedalus Missile" "model" "models/weapons/w_utf_ar.mdl" "fire_rate" "1.2" "reload_time" "1.0" "clip_size" "6" "ammo_maxcarry" "20" "projectile" "daedalus" } "light_cannon" { "printname" "Light Cannon" "model" "models/weapons/w_utf_ar.mdl" "fire_rate" "0.1" "reload_time" "2.0" "clip_size" "100" "ammo_maxcarry" "1000" "UseBullets" "1" "bullet_speed" "760" "bullet_colgroup" "23" "bullet_damage" "33" "bullet_lifetime" "1.5" "bullet_tracer" "3" "bullet_sprite" "effects/spark" "bullet_color" "255 255 255 225" "bullet_damagetype" "2" "bullet_glow" "0" "bullet_size" "0.5" "bullet_length" "15" //"FireInHangar" "1" SoundData { "single_shot" "Ngm_light_Cannon.Singleshot" } } "heavy_cannon" { "printname" "Heavy Cannon" "model" "models/weapons/w_utf_ar.mdl" "fire_rate" "0.15" "reload_time" "2.0" "clip_size" "150" "ammo_maxcarry" "3000" "UseBullets" "1" "bullet_speed" "830" "bullet_colgroup" "23" "bullet_damage" "32" "bullet_lifetime" "1.5" "bullet_tracer" "2" "bullet_sprite" "effects/spark" "bullet_color" "255 200 200 255" "bullet_damagetype" "2" "bullet_glow" "0" "bullet_size" "1.5" "bullet_length" "15" } "flak_cannon" { "printname" "Flak Cannon" "model" "models/weapons/w_utf_ar.mdl" "fire_rate" "0.8" "reload_time" "1.4" "clip_size" "3" "ammo_maxcarry" "150" "projectile" "proj_flak" "energy_cost" "5" "UseLockOn" "1" "TimeToLock" "0.0" "MinDotLock" "0.906507787" // cos 25 degree (50 degree spread) "MinDotLoseLock" "0.906507787" "LockDistance" "720" SoundData { "single_shot" "FlakCannon.Singleshot" } } "swarm_missile" { "printname" "Swarm Missiles" "model" "none" "fire_rate" "0.15" "reload_time" "4.0" "clip_size" "5" "ammo_maxcarry" "30" "UseSimulatedMissile" "1" "bullet_angularspeed" "290" "bullet_speed" "345" "bullet_colgroup" "23" "bullet_damage" "45" "bullet_lifetime" "2.6" "bullet_sprite" "effects/spark" "bullet_color" "128 255 128 255" "bullet_damagetype" "1024" "bullet_glow" "1" "bullet_size" "2" "bullet_length" "25" "firing_cone" "18.0" "UseLockOn" "1" "TimeToLock" "1.4" "MinDotLock" "0.965" // cos 15 degree (30 degree spread) "MinDotLoseLock" "0.86" // Bigger "LockDistance" "400" SoundData { "single_shot" "swarm_missle.Singleshot" } }"VGUI_Screens" { // This name here can be referenced from within a // vgui_screen entity to select this vgui panel "vgui_test_screen" { // The type indicates which type of panel to create // Coders will add new types as time goes by. // "vgui_screen_panel" is a generic panel type which can // read in .res files that have been built by VGUI's build mode dialog. "type" "vgui_screen_panel" // These describe the dimensions of the screen *in pixels* "pixelswide" 480 "pixelshigh" 240 // This is the name of the .res file to load up and apply to the vgui panel "resfile" "scripts/screens/vgui_test_screen.res" } "hackbox_screen" { // The type indicates which type of panel to create // Coders will add new types as time goes by. // "vgui_screen_panel" is a generic panel type which can // read in .res files that have been built by VGUI's build mode dialog. "type" "hackbox_screen" // These describe the dimensions of the screen *in pixels* "pixelswide" 256 "pixelshigh" 192 // This is the name of the .res file to load up and apply to the vgui panel "resfile" "scripts/screens/hackbox_screen.res" } "teleport_countdown_screen" { // Defined in c_info_teleporter_countdown.cpp "type" "teleport_countdown_screen" // These describe the dimensions of the screen *in pixels* "pixelswide" 480 "pixelshigh" 240 // This is the name of the .res file to load up and apply to the vgui panel "resfile" "scripts/screens/teleport_countdown_screen.res" } } WeaponData { // Weapon characteristics: "Damage" "30" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.08" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.011" "FireSpreadCrouch" "0.008" "FireSpreadZoom" "0.004" "FireSpreadJump" "0.05" "MaxSpread" "0.09" "AccuracyTime" "0.04" "MaxAccuracyTime" "0.3" "AccuracyBias" "0.25" "PlayerAnimationExtension" "m4" "RangeDecay" "0.96" "CanZoom" "1" "CanBludgeon" "1" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NAR_NONE" "viewmodel" "models/weapons/v_gm_ar.mdl" "playermodel" "models/weapons/w_gm_ar.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "default_clip" "30" "clip2_size" "6" "default_clip2" "6" "primary_ammo" "RifleRounds" "secondary_ammo" "ARGrenades" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "NGMAR.Reload" "empty" "Default.ClipEmpty_Rifle" "single_shot" "NGMAR.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_ar_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_ar_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "d" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "30" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.08" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.011" "FireSpreadCrouch" "0.008" "FireSpreadZoom" "0.004" "FireSpreadJump" "0.05" "MaxSpread" "0.09" "AccuracyTime" "0.04" "MaxAccuracyTime" "0.3" "AccuracyBias" "0.25" "RangeDecay" "0.96" "CanZoom" "1" "CanBludgeon" "1" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NAR_AP" "viewmodel" "models/weapons/v_gm_ar.mdl" "playermodel" "models/weapons/w_gm_ar.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "default_clip" "30" "clip2_size" "6" "default_clip2" "6" "primary_ammo" "RifleRounds" "secondary_ammo" "ARGrenades" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { //"reload" "Default.Reload" //"empty" "Default.ClipEmpty_Rifle" "single_shot" "NGMAR.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_ar_gren_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_ar_gren_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "d" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "30" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.092" // time between shoots "CycleTime2" "1.0" "FireSpread" "0.011" "FireSpreadCrouch" "0.008" "FireSpreadZoom" "0.004" "FireSpreadJump" "0.05" "MaxSpread" "0.09" "AccuracyTime" "0.04" "MaxAccuracyTime" "0.3" "AccuracyBias" "0.25" "RangeDecay" "0.96" "CanZoom" "1" "CanBludgeon" "1" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#NAR_AV" "viewmodel" "models/weapons/v_gm_ar.mdl" "playermodel" "models/weapons/w_gm_ar.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "default_clip" "30" "clip2_size" "6" "default_clip2" "6" "primary_ammo" "RifleRounds" "secondary_ammo" "ARTankShells" "weight" "30" "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" "NGMAR.SingleShot" "empty" "UTFAR.DryFire" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "special2" "NGMAR.FireTank" "reload" "NGMAR.Reload" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_ar_tb_inactive" "x" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_ar_tb_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "d" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "28" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.2" // time between shoots "CycleTime2" "0.4" "FireSpread" "0.03" "FireSpreadCrouch" "0.01" "FireSpreadZoom" "0.002" "FireSpreadJump" "0.09" "CanZoom" "0" "CanBludgeon" "0" "PlayerAnimationExtension" "m249" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NHVY_AP" "viewmodel" "models/weapons/v_gm_flame.mdl" "playermodel" "models/weapons/w_gm_flame.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "default_clip" "30" "clip2_size" "6" "default_clip2" "6" "primary_ammo" "FlameGas" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Flamer.Reload" "draw" "Flamer.Draw" "single_shot" "Weapon_MP5Navy.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_flame_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_flame_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "f" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "68" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.5" // time between shoots "FireSpread" "0.008" "FireSpreadCrouch" "0.003" "FireSpreadZoom" "0.003" "FireSpreadJump" "0.02" "CanZoom" "0" "CanBludgeon" "1" "PlayerAnimationExtension" "c4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NHACK" "viewmodel" "models/weapons/v_gm_hackbox.mdl" "playermodel" "models/weapons/w_gm_hackbox.mdl" "anim_prefix" "anim" "bucket" "2" "bucket_position" "0" "clip_size" "10" "primary_ammo" "Hacks" "secondary_ammo" "None" "weight" "15" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "Hackerbox.Secure" "special2" "Hackerbox.Hack" "draw" "Hackerbox.Draw" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_hackbox_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "font" "hud/weapons/gm_hackbox_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "CSweapons" "character" "A" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "40" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.1" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.02" "FireSpreadCrouch" "0.005" "FireSpreadZoom" "0.004" "FireSpreadJump" "0.09" "MaxSpread" "0.095" "AccuracyTime" "0.029" "MaxAccuracyTime" "0.4" "AccuracyBias" "0.5" "RangeDecay" "0.99" "CanZoom" "1" "MinFOV" "35" "CanBludgeon" "0" "PlayerAnimationExtension" "m249" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NHVY_NONE" "viewmodel" "models/weapons/v_gm_machinegun.mdl" "playermodel" "models/weapons/w_gm_machinegun.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "100" "default_clip" "100" "clip2_size" "6" "default_clip2" "6" "primary_ammo" "MachineGunRounds" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "NGMMG.Reload" "empty" "UTFAR.DryFire" "single_shot" "NGMMG.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_machinegun_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_machinegun_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "e" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "25" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.1" // time between shoots "FireSpread" "0.01" "FireSpreadCrouch" "0.006" "FireSpreadJump" "0.035" "MaxSpread" "0.075" "AccuracyTime" "0.1" "MaxAccuracyTime" "0.75" "CanZoom" "0" "CanBludgeon" "1" "PlayerAnimationExtension" "pistol" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NPIST" "viewmodel" "models/weapons/v_gm_handgun.mdl" "playermodel" "models/weapons/w_gm_handgun.mdl" "anim_prefix" "anim" "bucket" "1" "bucket_position" "0" "clip_size" "13" "primary_ammo" "PistolRounds" "secondary_ammo" "None" "weight" "25" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "UTFAR.DryFire" "reload" "NGMPistol.Reload" "draw" "NGMPistol.Draw" "melee_hit" "NGMPistol.Bludgeon" "melee_miss" "NGMPistol.BludgeonMiss" "single_shot" "NGMPistol.SingleShot" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_pistol_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_pistol_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "k" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "150" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.4" // time between shoots "FireSpread" "0.008" "FireSpreadCrouch" "0.003" "FireSpreadZoom" "0.003" "FireSpreadJump" "0.02" "MaxSpread" "0.02" "AccuracyTime" "0.30" "MaxAccuracyTime" "0.8" "RangeDecay" "1.00" "CanZoom" "1" "MinFOV" "15" "CanBludgeon" "1" "PlayerAnimationExtension" "AWP" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NRAIL" "viewmodel" "models/weapons/v_gm_rail.mdl" "playermodel" "models/weapons/w_gm_rail.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "10" "primary_ammo" "Slugs" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "NGMRail.Reload" "empty" "UTFAR.DryFire" "single_shot" "NGMRail.SingleShot" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_rail_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_rail_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "CSweapons" "character" "A" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "20" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.078" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.018" "FireSpreadCrouch" "0.011" "FireSpreadZoom" "0.009" "FireSpreadJump" "0.05" "MaxSpread" "0.05" "AccuracyTime" "0.032" "MaxAccuracyTime" "0.7" "AccuracyBias" "0.60" "CanZoom" "1" "MinFOV" "60" "CanBludgeon" "1" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_NSMG" "viewmodel" "models/weapons/v_gm_smg.mdl" "playermodel" "models/weapons/w_gm_smg.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "45" "default_clip" "45" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "SMGRounds" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "NGMSMG.Reload" "empty" "UTFAR.DryFire" "single_shot" "NGMSMG.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "draw" "NGMSMG.Draw" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_smg_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_smg_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "h" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "26" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.070" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.009" "FireSpreadCrouch" "0.006" "FireSpreadZoom" "0.003" "FireSpreadJump" "0.04" "MaxSpread" "0.08" "AccuracyTime" "0.0225" "MaxAccuracyTime" "0.2" "AccuracyBias" "0.3" "RangeDecay" "0.99" "CanZoom" "1" "CanBludgeon" "1" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UAR_NONE" "viewmodel" "models/weapons/v_utf_ar_grenade.mdl" "playermodel" "models/weapons/w_utf_ar.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "45" "primary_ammo" "RifleRounds" "secondary_ammo" "ARGrenades" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFAR.Reload" "empty" "UTFAR.DryFire" "single_shot" "UTFAR.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "draw" "UTFAR.Draw" "melee_hit" "UTFAR.Bludgeon" "melee_miss" "UTFAR.Bludgeon" "special1" "UTFAR.FireNade" "special2" "UTFAR.FireTank" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_ar_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_ar_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "\" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "26" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.070" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.009" "FireSpreadCrouch" "0.006" "FireSpreadZoom" "0.003" "FireSpreadJump" "0.04" "MaxSpread" "0.08" "AccuracyTime" "0.0225" "MaxAccuracyTime" "0.2" "AccuracyBias" "0.3" "RangeDecay" "0.99" "CanZoom" "1" "CanBludgeon" "1" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UAR_AP" "viewmodel" "models/weapons/v_utf_ar_grenade.mdl" "playermodel" "models/weapons/w_utf_ar.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "45" "primary_ammo" "RifleRounds" "secondary_ammo" "ARGrenades" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFAR.Reload" "empty" "UTFAR.DryFire" "single_shot" "UTFAR.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "draw" "UTFAR.Draw" "melee_hit" "UTFAR.Bludgeon" "melee_miss" "UTFAR.Bludgeon" "special1" "UTFAR.FireNade" "special2" "UTFAR.FireTank" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_ar_gren_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_ar_gren_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "\" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "26" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.085" // time between shoots "CycleTime2" "1.0" "FireSpread" "0.009" "FireSpreadCrouch" "0.006" "FireSpreadZoom" "0.003" "FireSpreadJump" "0.04" "MaxSpread" "0.08" "AccuracyTime" "0.0225" "MaxAccuracyTime" "0.2" "AccuracyBias" "0.3" "RangeDecay" "0.99" "CanZoom" "1" "CanBludgeon" "1" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UAR_AV" "viewmodel" "models/weapons/v_utf_ar_tank.mdl" "playermodel" "models/weapons/w_utf_ar.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "45" "primary_ammo" "RifleRounds" "secondary_ammo" "ARTankShells" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFAR.Reload" "empty" "UTFAR.DryFire" "single_shot" "UTFAR.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "draw" "UTFAR.Draw" "melee_hit" "UTFAR.Bludgeon" "melee_miss" "UTFAR.Bludgeon" "special1" "UTFAR.FireNade" "special2" "UTFAR.FireTank" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_ar_tb_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_ar_tb_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "\" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "35" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.1" // time between shoots "CycleTime2" "0.08" "FireSpread" "0.006" "FireSpreadCrouch" "0.003" "FireSpreadZoom" "0.002" "FireSpreadJump" "0.03" "MaxSpread" "0.03" "AccuracyTime" "0.0775" "MaxAccuracyTime" "0.225" "AccuracyBias" "0.4" "RangeDecay" "1.00" "CanZoom" "1" "CanBludgeon" "1" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UCAR" "viewmodel" "models/weapons/v_utf_carbine.mdl" "playermodel" "models/weapons/w_utf_carbine.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "35" "primary_ammo" "RifleRounds" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFCarbine.Reload" "empty" "UTFAR.DryFire" "single_shot" "UTFCarbine.SingleShot" "draw" "UTFCarbine.Draw" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "melee_hit" "UTFCarbine.Bludgeon" "melee_miss" "UTFCarbine.Bludgeon" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_carbine_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_carbine_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "a" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "100" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.7" // time between shoots "FireSpread" "0.03" "FireSpreadCrouch" "0.01" "FireSpreadZoom" "0.002" "FireSpreadJump" "0.09" "CanZoom" "1" "CanBludgeon" "0" "PlayerAnimationExtension" "m4" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UHVY_AP" "viewmodel" "models/weapons/v_utf_nadelauncher.mdl" "playermodel" "models/weapons/w_utf_nadelauncher.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "6" "default_clip" "6" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "LauncherGrenades" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "draw" "GrenadeLauncher.Draw" "reload" "GrenadeLauncher.Reload" "empty" "UTFAR.DryFire" "single_shot" "GrenadeLauncher.Fire" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_nade_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_nade_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "^" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "22" // damage per 0.1 seconds "Bullets" "1" // bullets per shoot "CycleTime" "0.5" // time between shoots "CanZoom" "1" "CanBludgeon" "0" "PlayerAnimationExtension" "pistol" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UHVY_AV" "viewmodel" "models/weapons/v_ion_cannon.mdl" "playermodel" "models/weapons/w_utf_ion.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "primary_ammo" "IonCharges" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "IonCannon.FireBomb" "special2" "IonCannon.ChargeBomb" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" "draw" "IonCannon.Draw" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_ion_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_ion_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "_" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "38" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.1" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.02" "FireSpreadCrouch" "0.006" "FireSpreadZoom" "0.0045" "FireSpreadJump" "0.085" "MaxSpread" "0.085" "AccuracyTime" "0.027" "MaxAccuracyTime" "0.35" "AccuracyBias" "0.5" "RangeDecay" "0.97" "CanZoom" "1" "MinFOV" "35" "CanBludgeon" "0" "PlayerAnimationExtension" "m249" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UHVY_NONE" "viewmodel" "models/weapons/v_gm_machinegun.mdl" "playermodel" "models/weapons/w_gm_machinegun.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "100" "default_clip" "100" "clip2_size" "6" "default_clip2" "6" "primary_ammo" "MachineGunRounds" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "NGMMG.Reload" "empty" "UTFAR.DryFire" "single_shot" "NGMMG.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/gm_machinegun_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/gm_machinegun_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "CSweapons" "character" "X" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Weapon characteristics: "Damage" "22" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.1" // time between shoots "FireSpread" "0.008" "FireSpreadCrouch" "0.004" "FireSpreadJump" "0.03" "MaxSpread" "0.065" "AccuracyTime" "0.1" "MaxAccuracyTime" "0.75" "CanZoom" "0" "CanBludgeon" "1" "PlayerAnimationExtension" "pistol" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_UPIST" "viewmodel" "models/weapons/v_utf_handgun.mdl" "playermodel" "models/weapons/w_utf_handgun.mdl" "anim_prefix" "anim" "bucket" "1" "bucket_position" "0" "clip_size" "16" "primary_ammo" "PistolRounds" "secondary_ammo" "PistolRounds" "weight" "25" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFPistol.Reload" "empty" "UTFAR.DryFire" "single_shot" "UTFPistol.SingleShot" "draw" "UTFPistol.Draw" "melee_hit" "UTFPistol.Bludgeon" "melee_miss" "UTFPistol.Bludgeon" "special1" "UTFSMG.SingleShot" "special2" "UTFPistol.AddSil" "special3" "UTFPIstol.RemSil" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_pistol_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_pistol_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "c" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "150" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.4" // time between shoots "FireSpread" "0.006" "FireSpreadCrouch" "0.002" "FireSpreadZoom" "0.002" "FireSpreadJump" "0.02" "MaxSpread" "0.02" "AccuracyTime" "0.3" "MaxAccuracyTime" "1.0" "RangeDecay" "1.00" "CanZoom" "1" "MinFOV" "15" "CanBludgeon" "1" "PlayerAnimationExtension" "AWP" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_URAIL" "viewmodel" "models/weapons/v_utf_rail.mdl" "playermodel" "models/weapons/w_utf_rail.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "10" "primary_ammo" "Slugs" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFRail.Reload" "empty" "UTFAR.DryFire" "single_shot" "UTFRail.SingleShot" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_rail_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_rail_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "WeaponIconsSmall" "character" "b" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }WeaponData { // Weapon characteristics: "Damage" "21" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "0.08" // time between shoots "CycleTime2" "0.8" "FireSpread" "0.0145" "FireSpreadCrouch" "0.01" "FireSpreadZoom" "0.008" "FireSpreadJump" "0.055" "MaxSpread" "0.055" "AccuracyTime" "0.042" "MaxAccuracyTime" "0.6" "AccuracyBias" "0.52" "CanZoom" "1" "MinFOV" "60" "CanBludgeon" "1" "PlayerAnimationExtension" "p90" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#WPN_USMG" "viewmodel" "models/weapons/v_utf_smg.mdl" "playermodel" "models/weapons/w_utf_smg.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "35" "default_clip" "35" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "SMGRounds" "secondary_ammo" "None" "weight" "30" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "UTFSMG.Reload" "draw" "UTFSMG.Draw" "melee_hit" "UTFSMG.Bludgeon" "melee_miss" "UTFSMG.Bludgeon" "empty" "UTFAR.DryFire" "single_shot" "UTFSMG.SingleShot" "zoom_in" "ES.ZoomIn" "zoom_out" "ES.ZoomOut" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "hud/weapons/utf_smg_inactive" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_s" { "file" "hud/weapons/utf_smg_active" "x" "0" "y" "0" "width" "256" "height" "128" } "weapon_k" { "font" "CSweapons" "character" "X" } "ammo" { "font" "CSTypeDeath" "character" "R" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }

Add new comment

I double dare you to fill this field!
Fill in the blank.

SHOW COMMENTS (1)

Add new comment