Half-Life 2 - Zombie Master v1.0 Mod

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Zombie Master is a multiplayer Half-Life 2 modification, centred around a zombie-apocalypse, which throws all but one player in the shoes of human survivors. Pitched against a relentless tide of rotting flesh, they must scavenge for weaponry and equipment just to stay alive. But that one player, chosen randomly at the beginning of the round, is not bound by mortal restraints.

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Changelog as available on bugtracker. This document last updated @ 12-04-2007. Zombie Master - Beta 1.0.0 ========================== First public release. Hell yeah. - 0000209: [Interface] Force Objective pane apparition (Angry Lawyer) Zombie Master - Alpha 1.2.2 =========================== Another quick build. - 0000184: [Interface] Make failed/successful commands more verbose (Angry Lawyer) - 0000208: [Interface] Verbose roundrestart (Angry Lawyer) - 0000135: [General] Voting system feature (Angry Lawyer) Zombie Master - Alpha 1.2.1 =========================== Possible media test candidate - 0000207: [Interface] Pistol kick is too much (Angry Lawyer) - 0000202: [General] Using the alternate cameras in Observer mode crash the game (Angry Lawyer) Zombie Master - Alpha 1.2.0 =========================== Release candidate? - 0000197: [General] Game does not auto-begin (Angry Lawyer) - 0000196: [General] Any player can call a RoundRestart (Angry Lawyer) - 0000195: [Interface] Weapon Selection Space Between Fists And Sledgehammer (Angry Lawyer) - 0000192: [General] Select Group Can Increase Selection Indefinitely (Angry Lawyer) - 0000193: [Entities] The Zombie Master can climb ladders (Angry Lawyer) Zombie Master - Alpha 1.1.9 =========================== hey look it's working again - 0000183: [Interface] "Suit" icon appears, shouldn't appear. (Angry Lawyer) - 0000171: [General] Automatic map change (Angry Lawyer) - 0000177: [Zombie] Max. number of zombies limit (Angry Lawyer) - 0000182: [Zombie] Flinch animations cause Zombies to spaz out (Angry Lawyer) - 0000181: [General] Weaponflags don't reset on Roundrestart (Angry Lawyer) - 0000124: [Entities] Crowbars fall out of the sky on ZM_Streets (Angry Lawyer) - 0000123: [Models] Crowbar arms use the Hazard Suit model (theGreenBunny) - 0000050: [Weapons] Weapon 'inventory' system/limits (Angry Lawyer) - 0000176: [Interface] Holding a key enables temp. sticky select (theGreenBunny) - 0000162: [General] Merge the updated Source code into Zombie Master (Angry Lawyer) - 0000170: [General] Make sure linux build is merged (theGreenBunny) - 0000163: [Interface] ZM's RTS interface should work with fixed sizes (theGreenBunny) - 0000155: [Entities] Explosion power needs delay + warning effects (theGreenBunny) - 0000154: [General] Pickup Nuisances (Angry Lawyer) - 0000175: [Zombie] Minor hulk rejiggering (theGreenBunny) - 0000080: [Weapons] Strange fists behavior (Angry Lawyer) - 0000164: [Interface] Bottom right ZM menu positions wrong (theGreenBunny) - 0000168: [Interface] Sticky selection needs a toggle (theGreenBunny) Zombie Master - Alpha 1.1.8 =========================== polish #2 - 0000153: [General] Linux failure (theGreenBunny) - 0000094: [Models] Pistol texture is crappy (theGreenBunny) - 0000159: [Interface] Tooltips for world objects (theGreenBunny) - 0000090: [Entities] Enabling/Disabling spawnable zombie types in zombiespawn map entity (Angry Lawyer) - 0000157: [General] Tooltip can't handle longer explanations spanning multiple lines (theGreenBunny) - 0000156: [General] First-person ragdolls (theGreenBunny) - 0000145: [Entities] Some weapons do not disappear when picked up (theGreenBunny) Zombie Master - Alpha 1.1.7 =========================== polish #1 - 0000110: [General] ZM interface help mini-panel/tooltips (qckbeam) - 0000146: [General] "Spot Spawn" ZM power (Angry Lawyer) - 0000147: [Entities] Relay Timer things aren't removed on RoundRestart (qckbeam) - 0000140: [General] Dodgy Nightvision (qckbeam) - 0000144: [General] HUDCHAT messages for zm (qckbeam) - 0000148: [General] "Description" field for Manipulates (qckbeam) - 0000152: [Zombie] Shambler needs a quick attack (theGreenBunny) - 0000151: [Weapons] Shotgun aimlayer (theGreenBunny) - 0000142: [General] Crash On Connecting From Server Browser (theGreenBunny) Zombie Master - Alpha 1.1.6 =========================== codename: hudwork - 0000120: [General] Minor identification issues (theGreenBunny) - 0000129: [General] The "Traps" System (Angry Lawyer) - 0000134: [General] ZM needs control panel with buttons to control various powers and modes (theGreenBunny) - 0000131: [General] ZM Power: Physics explosion (theGreenBunny) - 0000130: [General] Client crash upon clicking to resume game from the menu (theGreenBunny) - 0000128: [General] Line form-up move command (theGreenBunny) - 0000127: [Zombie] Fastie lacks ACT_GLIDE (theGreenBunny) - 0000118: [Entities] Fix func_win (Angry Lawyer) - 0000076: [General] Zombie Master navigation quirk (Angry Lawyer) - 0000126: [General] The Item Respawn sound (theGreenBunny) - 0000114: [Entities] Rallypoint map entity (theGreenBunny) - 0000113: [General] 3rd person spectator issue (theGreenBunny) Zombie Master - Alpha 1.1.5 =========================== zombies with funny hats - 0000049: [General] Carrying jerkiness (theGreenBunny) - 0000102: [General] Third person carrying does not have an animation, instead defaulting to reference pose (theGreenBunny) - 0000108: [General] Player health circles are fairly random in their workingness (theGreenBunny) - 0000107: [Weapons] Only player's active weapon drops on death (theGreenBunny) - 0000105: [Weapons] Flashlight has no third person effect (theGreenBunny) - 0000106: [General] Players retain ammo at end of rounds in DOTD (theGreenBunny) - 0000101: [General] Climbing and dismounting ladder permanently moves gun off-screen (theGreenBunny) - 0000069: [General] Spectating First Person (theGreenBunny) Zombie Master - Alpha 1.1.4 =========================== is this the way to amarillo? - 0000073: [General] Gunshot volume (theGreenBunny) - 0000068: [Weapons] Attaching flames to molotov viewmodel (theGreenBunny) - 0000097: [Zombie] Health rings and selection blobs flicker/disappear at higher zombie counts (theGreenBunny) - 0000044: [Zombie] Breakable bashing (theGreenBunny) - 0000100: [Zombie] ZM should be able to order zombies to swat a physobj (theGreenBunny) - 0000099: [Weapons] Throwing weapon/ammo when having none results in crash (theGreenBunny) - 0000098: [Entities] Spawn/manip selection hard/impossible at medium to long distances (theGreenBunny) - 0000096: [Weapons] Selecting empty weapons to drop them is impossible (theGreenBunny) - 0000095: [General] Box select stays on screen if the server changelevels/roundrestarts (theGreenBunny) Zombie Master - Alpha 1.1.3 =========================== for the children - 0000035: [General] Instructions Pane (Angry Lawyer) - 0000034: [Models] Sleeves Texture (theGreenBunny) - 0000086: [General] Crashing inside of the various zombielist cleanup functions (theGreenBunny) - 0000092: [Zombie] Health rings (theGreenBunny) - 0000085: [Zombie] Fasties Have To Climb Ladder One By One (theGreenBunny) - 0000088: [General] Fall damage is too low (theGreenBunny) - 0000017: [Zombie] Zombies standable (theGreenBunny) - 0000024: [Zombie] Heat Field problems (Angry Lawyer) Zombie Master - Alpha 1.1.2 =========================== mmm bugs. Fixes for crashes. - 0000065: [Weapons] Molotov throw randomizer (Angry Lawyer) - 0000071: [General] Scoreboard not displaying correctly (theGreenBunny) - 0000039: [General] Doesn't Autojoin Server From Steam (theGreenBunny) - 0000077: [General] ZM in console crash, aka "the forcemaster crash" (theGreenBunny) - 0000078: [Weapons] Picking up object while weaponless crashes game (theGreenBunny) - 0000074: [General] Connecting through console/in-game server browser crashes game (theGreenBunny) - 0000003: [General] Linux Dedicated Server Bugs (qckbeam) Zombie Master - Alpha 1.1.1 =========================== Second release. Primary aim: resolving bugs. - 0000009: [Weapons] Extend melee timing system to fists (theGreenBunny) - 0000015: [Zombie] Blood spurts in first person (qckbeam) - 0000041: [Weapons] Reloading Shotgun Before Picking Something Up (qckbeam) - 0000061: [Zombie] Zombie skins need MORE BLOOD (theGreenBunny) - 0000072: [Zombie] Randomized zombie clothes skins (theGreenBunny) - 0000064: [Zombie] Selecting all of X type on screen (theGreenBunny) - 0000026: [Weapons] Molotov world model for bottle (theGreenBunny) - 0000062: [General] Human deaths are displayed as suicides (theGreenBunny) - 0000066: [Weapons] Molotov hands model needs update to ZM hands (theGreenBunny) - 0000051: [General] Zombie rally point (qckbeam) - 0000055: [General] New selection method implementation (theGreenBunny) - 0000052: [Entities] Temp ents (decals) stay despite roundrestart (qckbeam) - 0000008: [General] Decal glitching (PiMuRho) - 0000059: [Zombie] Fast zombie lacks working ACT_WALK animation (theGreenBunny) - 0000053: [Weapons] Weapon Auto Reloading (theGreenBunny) - 0000006: [General] ZM performance is significantly lower than HL2DM performance (qckbeam) - 0000033: [Models] Civilian Models as Zombies (theGreenBunny) - 0000058: [Entities] Manipulate glowing (qckbeam) - 0000054: [Zombie] Zombies don't flinch (theGreenBunny) - 0000023: [Weapons] Object throwing "fires" weapon (qckbeam) - 0000037: [General] Purple Checkerboard Windows (PiMuRho) - 0000019: [General] Group select bind (qckbeam) - 0000029: [General] Transparency in Lawyer character image pane (Angry Lawyer) - 0000036: [General] ZM picking logic (theGreenBunny) - 0000028: [Entities] ZM start point entity (Angry Lawyer) - 0000043: [General] ZM seems old and slow (Angry Lawyer) - 0000047: [Zombie] Zombie hitboxes borked (theGreenBunny) - 0000038: [General] Pistol Spawning Underground (theGreenBunny) Zombie Master - Alpha 1.1.0 =========================== First release in the life of the bugtracker. - 0000020: [Weapons] Rifle zoom oddities (theGreenBunny) - 0000012: [Weapons] Weapon giving/throwing (theGreenBunny) - 0000025: [Weapons] Molotov delays (theGreenBunny) "GameInfo" { game "Zombie Master Beta 1.0.0" title "Zombie Master" title2 "" type multiplayer_only nomodels 0 nohimodel 1 // nocrosshair 1 "developer" "Zombie Master Team" "developer_url" "****://www.zombiemaster.org" "icon" "zm" FileSystem { //TGB: need to use 215 now that we use new sdk SteamAppId 215 //320 // 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 hl2mp Game hl2 } } }zm_church4 zm_docksofthedead8 zm_gravemistake6 zombiemaster_testDocks of the Dead Collect all the items as listed on the chalkboard and return them to their correct places on the truck. ZM MOTD

Zombie Master

Beta 1.0.0

Make sure you bind all new keys in the kb config!

ZM for noobs

As Zombie Master: Click on the orbs, spawn zombies, kill humans.

As Human: Get guns, check map objectives (key in keyconfig), survive and complete objectives.

www.zombiemaster.org

"lang" { "Language" "English" "Tokens" { "GameUI_ReverseMouse" "Reverse mouse" "GameUI_ReverseMouseLabel" "Reverse mouse up-down axis" "GameUI_MouseLook" "Mouse look" "GameUI_MouseLookLabel" "Use the mouse to look around" "GameUI_MouseFilter" "Mouse filter" "GameUI_MouseFilterLabel" "Smooth out mouse movement" "GameUI_MouseSensitivity" "Mouse sensitivity" "GameUI_Joystick" "Joystick" "GameUI_JoystickLabel" "Enable the joystick" "GameUI_JoystickLook" "Joystick look" "GameUI_JoystickLookLabel" "Use the joystick to look around" "GameUI_AutoAim" "Auto-Aim" "GameUI_AutoaimLabel" "Aims at enemies automatically." "GameUI_ContentLock" "Content lock" "GameUI_ContentLockLabel" "Press this button and enter password to disable\nvisuals inappropriate for younger players." "GameUI_ContentStatusDisabled" "Enter a password to enable the content lock." "GameUI_ContentStatusEnabled" "Enter a password to disable the content lock." "GameUI_Enable" "Enable" "GameUI_Disable" "Disable" "GameUI_PasswordPrompt" "Please enter a password" "GameUI_PasswordDisablePrompt" "Please enter password" "GameUI_PasswordReentryPrompt" "Re-enter a password" "GameUI_Cancel" "Cancel" "GameUI_Apply" "Apply" "GameUI_DemoPlayer" "Demo Player" "GameUI_LoadDemo" "Choose Demo File" "GameUI_Load" "Load" "GameUI_DemoFile" "Demo File" "GameUI_Map" "Map" "GameUI_Close" "Close" "GameUI_NeverShowButton" "Do not show this dialog again" "GameUI_LoadGameHelp" "Select a saved game in the list below, then click 'Load game'." "GameUI_LoadGame" "LOAD GAME" "GameUI_MultiplayerAdvanced" "MULTIPLAYER ADVANCED" "GameUI_MultiplayerCustomize" "Multiplayer Customize" "GameUI_Multiplayer" "Multiplayer" "GameUI_OK" "OK" "GameUI_AdvancedEllipsis" "Advanced..." "GameUI_AdvancedNoEllipsis" "Advanced" "GameUI_PlayerName" "Player name" "GameUI_PrimaryColor" "Primary color" "GameUI_SecondaryColor" "Secondary color" "GameUI_HighModels" "Use high quality models" "GameUI_PlayerModel" "Player model" "GameUI_SpraypaintImage" "Spraypaint image" "GameUI_SpraypaintServerNote" "Changes to your spraypaint image take effect when you join a server." "GameUI_NewGame" "NEW GAME" "GameUI_NewGameHelpText" "Select a level of difficulty or the Training\nroom, then click 'Play'." "GameUI_TrainingRoom" "TRAINING ROOM" "GameUI_Easy" "Easy" "GameUI_Medium" "Medium" "GameUI_Hard" "Hard" "GameUI_SelectSkill" "SELECT COMBAT DIFFICULTY" "GameUI_StartNewGame" "Start new game" "GameUI_Next" "More >" "GameUI_Prev" "< More" "GameUI_Play" "Play" "GameUI_EnableEAX" "Enable EAX Hardware Support" "GameUI_EnableA3D" "Enable A3D Hardware Support" "GameUI_SoundEffectVolume" "Game volume" "GameUI_HEVSuitVolume" "HEV suit volume" "GameUI_MP3Volume" "MP3 volume *" "GameUI_MusicVolume" "Music volume" "GameUI_SoundQuality" "Sound quality" "GameUI_High" "High" "GameUI_Low" "Low" "GameUI_UseDefaults" "Use Defaults" "GameUI_SetNewKey" "Edit key" "GameUI_ClearKey" "Clear Key" "GameUI_Action" "Action" "GameUI_KeyButton" "KEY/BUTTON" "GameUI_Alternate" "ALTERNATE" "GameUI_Windowed" "Run in a window" "GameUI_Renderer" "Renderer" "GameUI_Software" "Software" "GameUI_OpenGL" "OpenGL" "GameUI_D3D" "D3D" "GameUI_Brightness" "Brightness" "GameUI_Gamma" "Gamma" "GameUI_Resolution" "Resolution" "GameUI_VideoRestart" "Note: changing video options will cause the game to exit and restart." "GameUI_EnableVoice" "Enable voice in this game" "GameUI_BoostMicrophone" "Boost microphone gain" "GameUI_MicrophoneVolume" "Microphone Volume" "GameUI_ReceiveVolume" "Receive Volume" "GameUI_TestMicrophone" "Test Microphone" "GameUI_StopTestMicrophone" "Stop Microphone Test" "GameUI_VoiceReceiveVolume" "Voice receive volume *" "GameUI_VoiceTransmitVolume" "Voice transmit volume *" "GameUI_SaveGame" "SAVE GAME" "GameUI_SaveGameHelp" "Select 'New Saved Game' in the list to create a new file, or select\na previously saved game to overwrite a file." "GameUI_Delete" "Delete" "GameUI_Quit" "Quit game" "GameUI_SteamPassword" "Steam Password" "GameUI_CreateServer" "CREATE SERVER" "GameUI_Start" "Start" "GameUI_Console" "Console" "GameUI_Submit" "Submit" "GameUI_Options" "OPTIONS" "GameUI_Keyboard" "Keyboard" "GameUI_Mouse" "Mouse" "GameUI_Audio" "Audio" "GameUI_Video" "Video" "GameUI_Voice" "Voice" "GameUI_Advanced" "Lock" "GameUI_Server" "Server" "GameUI_Game" "Game" "GameUI_SavedGame" "Saved Game" "GameUI_ElapsedTime" "Elapsed Time" "GameUI_TimeStamp" "Time Stamp" "GameUI_KeyboardSettings" "Keyboard settings" "GameUI_KeyboardSettingsText" "Reset all actions to use their default keys?" "GameUI_GameMenu_NewGame" "New Game" "GameUI_GameMenu_PlayDemo" "Play Demo" "GameUI_GameMenu_LoadGame" "Load Game" "GameUI_GameMenu_SaveGame" "Save Game" "GameUI_GameMenu_Multiplayer" "Multiplayer " "GameUI_GameMenu_FindServers" "Find Servers" "GameUI_GameMenu_Friends" "Friends" "GameUI_GameMenu_Customize" "Customize" "GameUI_GameMenu_CreateServer" "Create Server" "GameUI_GameMenu_Options" "Options" "GameUI_GameMenu_Quit" "Quit" "GameUI_PasswordsDontMatch" "Entered passwords don't match!" "GameUI_MustEnterPassword" "You must enter a password" "GameUI_IncorrectPassword" "Incorrect password" "GameUI_CantDisableContentCtrl" "Can't disable, content control was not set" "GameUI_Loading" "LOADING..." "GameUI_LoadingGame" "LOADING" "GameUI_Disconnected" "Disconnected" "GameUI_ConnectionFailed" "Could not connect to server." "GameUI_DisconnectedFrom" "You have been disconnected from the server." "GameUI_DisconnectedFromServerExtended" "You have been disconnected from the server.\nReason: %s1" "GameUI_EstablishingConnection" "Establishing network connection to server..." "GameUI_ParseServerInfo" "Parsing server info..." "GameUI_CheckCRCs" "Validating game resources..." "GameUI_PrecacheResources" "Loading game resources..." "GameUI_ParseBaseline" "Parsing game info..." "GameUI_StartingServer" "Starting local game server..." "GameUI_DisplayMode" "Display Mode" "GameUI_Fullscreen" "Full screen" "GameUI_AspectRatio" "Aspect Ratio" "GameUI_AspectNormal" "Normal (4:3)" "GameUI_AspectWide16x9" "Widescreen 16:9" "GameUI_AspectWide16x10" "Widescreen 16:10" "GameUI_AspectWide" "Widescreen" "GameUI_CDKey" "CD Key" "GameUI_EnterCDKey" "Please enter your CD Key, which can be\nfound printed on your CD jewel case." "GameUI_LoadingDialog_ContentHosting" "Content hosting provided by:" "GameUI_ColorSliders" "Colors" "GameUI_ColorQuality" "Color Quality" "GameUI_CDKey_Invalid_Text" "The CD Key you have entered is invalid." "GameUI_CDKey_Invalid_Title" "INCORRECT CD KEY" "GameUI_CDKey_TooManyTries" "Incorrect CD Key entered too many times. Exiting..." "GameUI_GameMenu_ResumeGame" "Resume Game" "GameUI_GameMenu_Disconnect" "Disconnect" "GameUI_GameMenu_ChangeGame" "Change Game" "GameUI_GameMenu_PlayerList" "Player List" "GameUI_OutOfDate_Title" "GAME IS OUT OF DATE" "GameUI_OutOfDate_URL" "http://www.steampowered.com/autoupdate" "GameUI_OutOfDate_Msg" "Your game is out of date.\nClick OK to go to Valve's webpage to download the latest updates." "GameUI_QuitConfirmationTitle" "QUIT GAME" "GameUI_QuitConfirmationText" "Do you wish to stop playing now?" "GameUI_ChangeGame" "Change game" "GameUI_NoOtherGamesAvailable" "There are no other games available to play." "GameUI_ForceGameRestart" "Changing games will cause the engine to restart." "GameUI_Miles_Voice" "Uses Miles Sound System. Copyright 1991-2001 by RAD Game Tools, Inc." "GameUI_Miles_Audio" "MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc. MPEG Layer-3 audio compression technology licensed by Fraunhofer IIS and THOMSON multimedia." "GameUI_MuteIngameVoice" "Mute in-game voice" "GameUI_UnmuteIngameVoice" "Unmute in-game voice" "GameUI_AddToFriendsList" "Add to friends list" "GameUI_PlayerListDialogTitle" "CURRENT PLAYERS - %server%" "GameUI_FriendsName" "Friends name" "GameUI_Properties" "Properties" "GameUI_AddFriendTitle" "FRIENDS - ADD FRIEND" "GameUI_FriendAddedToList" "%name% has been added to your friends list.\nNote that they will not show up as online until they have accepted your friendship request." "GameUI_AddFriendFailed" "%name% could not be added to your list.\nThere was either a connection error, or they are not running Friends." "GameUI_NoOtherPlayersInGame" "There are no other players in the game." "GameUI_QuickSave" "QUICK SAVE" "GameUI_AutoSave" "AUTO SAVE" "GameUI_Type" "Type" "GameUI_ServerName" "Server name" "GameUI_MaxPlayers" "Max. Players:" "GameUI_Password" "Password" "GameUI_DARK" "DARK" "GameUI_LIGHT" "LIGHT" "GameUI_VerifyingResources" "Verifying resources..." "GameUI_VerifyingAndDownloading" "Verifying and downloading resources..." "GameUI_UpdatingSteamResources" "Updating steam resources" "GameUI_DownloadFailed" "Could not download %s1" "GameUI_DownloadFailedZeroLen" "Could not download %s1:\nFile has no data" "GameUI_DownloadFailedConClosed" "Could not download %s1:\nConnection closed by remote host" "GameUI_DownloadFailedBadURL" "Could not download %s1:\nInvalid URL" "GameUI_DownloadFailedBadProtocol" "Could not download %s1:\nOnly HTTP is supported" "GameUI_DownloadFailedCantBind" "Could not download %s1:\nCannot bind a socket" "GameUI_DownloadFailedCantConnect" "Could not download %s1:\nCannot connect to server" "GameUI_DownloadFailedNoHeaders" "Could not download %s1:\nCannot get file info from server" "GameUI_DownloadFailedFileNotFound" "Could not download %s1:\nFile does not exist" "GameUI_CurrentPlayers" "CURRENT PLAYERS" "GameUI_LoadingFilename" "Loading %s1 ..." "GameUI_EventList" "Event List" "GameUI_EditDirectorCommand" "Edit director command" "GameUI_GetTime" "Get time" "GameUI_GetView" "Get view" "GameUI_Add" "Add" "GameUI_Remove" "Remove" "GameUI_Modify" "Modify" "GameUI_Goto" "Goto" "GameUI_Events" "Events" "GameUI_Save" "Save" "GameUI_Time" "Time" "GameUI_CPUPlayerOptions" "CPU Player Options" "GameUI_MediumBitDepth" "Medium (16 bit)" "GameUI_HighBitDepth" "Highest (32 bit)" "GameUI_PrecachingResources" "Precaching resources..." "GameUI_LoadingSecurityModule" "Loading security module..." "GameUI_SecurityModule" "Security module" "GameUI_DownloadingSecurityModule" "Downloading security module" "GameUI_ErrorLoadingSecurityModule" "Error loading security module." "GameUI_FailedDownloadSecurityModule" "Failed to download security module." "GameUI_ServerConnectionTimeout" "Connection to server timed out." "GameUI_ServerConnectionFailedBadPassword" "Connection to game server refused.\nThe password you entered was incorrect." "GameUI_SaveGame_NewSavedGame" "New saved game" "GameUI_SaveGame_New" "New" "GameUI_SaveGame_Current" "Current" "GameUI_Headphones" "Headphones" "GameUI_2Speakers" "2 Speakers" "GameUI_4Speakers" "4 Speakers" "GameUI_5Speakers" "5.1 Speakers" "GameUI_7Speakers" "7.1 Speakers" "GameUI_SpeakerConfiguration" "Speaker configuration" "GameUI_NewSaveGame" "NEW SAVE GAME" "GameUI_ConfimDeleteSaveGame_Title" "DELETE SAVE GAME?" "GameUI_ConfimDeleteSaveGame_Info" "Do you want to delete this save game?\nIt will be deleted permanently." "GameUI_ConfimDeleteSaveGame_OK" "Delete" "GameUI_ConfimOverwriteSaveGame_Title" "SAVE GAME" "GameUI_ConfimOverwriteSaveGame_Info" "Do you want to overwrite this existing save game?" "GameUI_ConfimOverwriteSaveGame_OK" "Overwrite" "GameUI_RandomMap" "< Random Map >" "GameUI_RetryingConnectionToServer" "Retrying connection to server..." "GameUI_RetryingConnectionToServer2" "Retrying connection to server (2)..." "GameUI_RetryingConnectionToServer3" "Retrying connection to server (3)..." "GameUI_CouldNotContactGameServer" "Failed to contact game server" "GameUI_RefreshLogin_InfoTicketExpired" "Your steam ticket has expired.\nPlease re-enter your password to continue." "GameUI_RefreshLogin_UserName" "Account name" "GameUI_RefreshLogin_Password" "Password" "GameUI_RefreshLogin_Login" "Login" "GameUI_RefreshLogin_Cancel" "Cancel" "GameUI_RefreshLogin" "Refresh Login" "GameUI_RefreshLogin_RememberPassword" "Remember my password" "GameUI_Login_ErrorTitle" "Refresh Login - Error" "GameUI_ErrorLoginFailed" "Login Failed. Please try again." "LoadingProgress_SpawningServer" "Starting local game server..." "LoadingProgress_LoadMap" "Loading world..." "LoadingProgress_PrecacheWorld" "Initializing world..." "LoadingProgress_LoadResources" "Loading resources..." "LoadingProgress_SignonLocal" "Initializing resources..." "LoadingProgress_SignonDataLocal" "Initializing game data..." "LoadingProgress_BeginConnect" "Establishing connection to server..." "LoadingProgress_Connecting" "Connecting to server..." "LoadingProgress_ProcessServerInfo" "Retrieving server info..." "LoadingProgress_SendClientInfo" "Sending client info..." "LoadingProgress_SignonData" "Retrieving game data..." "LoadingProgress_Changelevel" "Server is changing level..." "GameUI_Difficulty" "Difficulty" "GameUI_SkillEasy" "Easy" "GameUI_SkillNormal" "Normal" "GameUI_SkillHard" "Hard" "GameUI_SelectDifficulty" "Combat difficulty:" "GameUI_CrosshairDescription" "Crosshair appearance" "GameUI_Auto" "Auto-size" "GameUI_Small" "Small" "GameUI_Large" "Large" "GameUI_Translucent" "Translucent" "GameUI_CrosshairRed" "Red" "GameUI_CrosshairGreen" "Green" "GameUI_CrosshairBlue" "Blue" "GameUI_CrosshairScale" "Size" "GameUI_FastSwitchCheck" "Fast weapon switch" "GameUI_DeveloperConsoleCheck" "Enable developer console (~)" "GameUI_KeyboardAdvanced_Title" "KEYBOARD - ADVANCED" // temp restart strings "GameUI_OptionsRestartRequired_Title" "OPTIONS - RESTART" "GameUI_OptionsRestartRequired_Info" "The changes you have made require the game to be\nrestarted. Do you wish to restart now?" "GameUI_OptionsRestart_OKButton" "Restart now" "GameUI_OptionsRestart_CancelButton" "Restart later" "GameUI_VideoAdvanced_Title" "VIDEO - ADVANCED" "GameUI_HudQuickInfo" "Quick info" "GameUI_HudQuickInfo_Info" "Show health and ammo info on crosshair" "GameUI_NoSaveGamesToDisplay" "There are currently no save games to display." "GameUI_EasyDescription" "Enemies are easy to defeat, and the computer helps you aim." "GameUI_NormalDescription" "Challenging enemies; your weapons do normal damage." "GameUI_HardDescription" "Enemies are very tough; your weapons are less effective." "GameUI_CloseCaptions_Checkbox" "Display captions" "GameUI_TestSpeakerSettings" "Test speaker settings" "GameUI_TestSpeakerSettingsWarning" "Testing speaker settings will disconnect you from the current game" "GameUI_Enabled" "Enabled" "GameUI_Disabled" "Disabled" "gameui_noreflections" "Simple reflections" "gameui_reflectonlyworld" "Reflect world" "gameui_reflectall" "Reflect all" "GameUI_ReportBug" "REPORT BUG" "GameUI_Bug_Successful" "Bug successfully submitted!" "GameUI_Bug_Submitting" "Submitting Bug..." "GameUI_Bug_TakeScreenshot" "Take screenshot" "GameUI_Bug_AttachSavedGame" "Attach saved game" "GameUI_Bug_ClearForm" "Clear Form" "GameUI_Bug_Title" "Title:" "GameUI_Bug_Description" "Description:" "GameUI_Bug_Position" "Position:" "GameUI_Bug_Map" "Map:" "GameUI_Bug_Orientation" "Orientation:" "GameUI_Bug_ReportType" "Report type:" "GameUI_Bug_EmailAddress" "Email Address:" "GameUI_Bug_PrivacyPolicy" "Valve's Privacy Policy" "GameUI_Bug_Optional" "(optional)" "GameUI_Bug_AccountName" "Account Name:" "GameUI_Bug_EngineBuild" "SOURCE ENGINE BUILD:" "GameUI_Bug_Submit" "Submit" "GameUI_Bug_ClearFiles" "Clear files" "GameUI_Bug_BSP_File" ".bsp file" "GameUI_Bug_VMF_File" ".vmf file" "GameUI_Bug_Include_BSP" "Include .bsp" "GameUI_Bug_Include_VMF" "Include .vmf" "GameUI_Bug_IncludeFile" "Include file..." "GameUI_DX_Level" "Hardware DirectX level:" "GameUI_DX_Installed" "Software DirectX level:" "GameUI_Model_Detail" "Model detail" "GameUI_Texture_Detail" "Texture detail" "GameUI_Antialiasing_Mode" "Antialiasing mode" "GameUI_Filtering_Mode" "Filtering mode" "GameUI_Water_Detail" "Water detail" "GameUI_Shadow_Detail" "Shadow detail" "GameUI_Wait_For_VSync" "Wait for vertical sync" "GameUI_Shader_Detail" "Shader detail" "GameUI_NoOptionsYet" "< no options yet >" "GameUI_None" "None" "GameUI_Bilinear" "Bilinear" "GameUI_Trilinear" "Trilinear" "GameUI_Anisotropic2X" "Anisotropic 2X" "GameUI_Anisotropic4X" "Anisotropic 4X" "GameUI_Anisotropic8X" "Anisotropic 8X" "GameUI_Anisotropic16X" "Anisotropic 16X" "GameUI_2X" "2X" "GameUI_4X" "4X" "GameUI_6X" "6X" "GameUI_RecommendedSettings" "* Setting recommended for your system" "GameUI_Bloom" "Use 'bloom' effect when available" "GameUI_HDR" "High Dynamic Range" "GameUI_hdr_level0" "None" "GameUI_hdr_level1" "Bloom (if available)" "GameUI_hdr_level2" "Full (if available)" "GameUI_HDR_NoteAboutMaps" "(HDR effects appear only in HDR maps)" "GameUI_LaunchBenchmark" "VIDEO STRESS TEST" "GameUI_LaunchBenchmarkVideoPanel" "Begin stress test..." "GameUI_StartBenchmark" "Begin video stress test" "GameUI_LaunchBenchmark_Title" "VIDEO HARDWARE STRESS TEST" "GameUI_LaunchBenchmark_Info" "This stress test will measure your average framerate while rendering elements in the Source engine. At the end of the test you will be able to upload your results to Valve. \nLater, there will be a web page available with the compiled results." "GameUI_BenchmarkResults_Title" "TEST RESULTS" "GameUI_BenchmarkResults_Info" "Your average framerate during the stress test was %framerate% fps. By choosing to upload your data you will be sending information about the type and speed of your CPU, amount of RAM, and the video hardware this test was run on." "GameUI_BenchmarkResults_UploadNow" "Upload results to Valve" "GameUI_AdjustGamma" "Adjust brightness levels..." "GameUI_AdjustGamma_Title" "ADJUST BRIGHTNESS LEVELS" "GameUI_TestSpeakersWarning_Title" "Test Speaker Settings" "GameUI_TestSpeakersWarning_Info" "Testing speaker settings will disconnect you from the current game." "GameUI_TestSpeakersWarning_OkButton" "Run Speaker Test" "GameUI_TestSpeakersWarning_CancelButton" "Cancel" "GameUI_GammaInfo" "Adjust the slider until all three lines of text below are visible." "GameUI_SaveAndQuitQuery_Info" "Do you wish to save the current game before exiting?" "GameUI_SaveAndQuit" "Save" "GameUI_DontSaveAndQuit" "Don't save" "GameUI_Captioning" "Captioning" "GameUI_NoClosedCaptions" "No captions" "GameUI_Subtitles" "Subtitles (dialog only)" "GameUI_SubtitlesAndSoundEffects" "Closed Captions" "GameUI_Paused" "PAUSED" // spray importer strings. "GameUI_Spray_Import_Error_Title" "Spray Import Error" "GameUI_Spray_Import_Error_Reading_Image" "Error reading source image. Image file is possibly corrupt or improperly formated" "GameUI_Spray_Import_Image_Wrong_Size" "Source image is not the correct size. Valid height and width values in pixels are 256, 128, 64, 32, 16, 8, 4, 2, and 1." "GameUI_Spray_Import_Error_Memory" "Unable to allocate enough memory for conversion. Image file possibly corrupt." "GameUI_Spray_Import_Error_Image_File_Corrupt" "Image file is corrupt." "GameUI_Spray_Import_Error_BMP_Format_Not_Supported" "This file's BMP format is not supported. Supported BMP formats are 24-bit RGB, 8-bit 256 color, 4-bit 16 color, and monochrome black and white." "GameUI_Spray_Import_Error_TGA_Format_Not_Supported" "This file's TGA format is not supported. Supported TGA formats are 24-bit RGB and 32-bit RGBA." "GameUI_Spray_Import_Error_Writing_Temp_Output" "Error creating temporary file." "GameUI_Spray_Import_Error_Cant_Load_VTEX_DLL" "Unable to load vtex.dll. Try restarting steam to get the latest updates." "GameUI_Spray_Import_Error_Writing_Output" "Unable to write output spray file. It's possible the current user doesn't have permission." "GameUI_ImportSprayEllipsis" "Import Spray..." "GameUI_ImportSprayImage" "Import Spray Image" "GameUI_All_Images" "All Images (*.jpg,*.bmp,*.tga,*.vtf)" "GameUI_JPEG_Images" "JPEG Images (*.jpg)" "GameUI_TGA_Images" "Targa Images (*.tga)" "GameUI_BMP_Images" "Bitmap Images (*.bmp)" "GameUI_VTF_Images" "VTF Images (*.vtf)" "GameUI_SettingRequiresDisconnect_Title" "OPTIONS - WARNING" "GameUI_SettingRequiresDisconnect_Info" "Changing this setting will disconnect you from the current game." "GameUI_Chapter" "CHAPTER" "VAC_LoggedInElsewhere_Title" "Account Used Elsewhere" "VAC_LoggedInElsewhereReason" "This Steam account has been used to log in from another computer. To continue using Steam, you need to log in again." "GAMEUI_Commentary" "Commentary" "GAMEUI_Commentary_On" "On (where available)" "GAMEUI_Commentary_Off" "Off" "GAMEUI_CommentaryDialogTitle" "COMMENTARY MODE" "GAMEUI_Commentary_LabelOn" "COMMENTARY MODE IS CURRENTLY: ON" "GAMEUI_Commentary_LeaveOn" "Leave commentary ON" "GAMEUI_Commentary_TurnOff" "Turn commentary OFF" "GAMEUI_Commentary_LabelOff" "COMMENTARY MODE IS CURRENTLY: OFF" "GAMEUI_Commentary_TurnOn" "Turn commentary ON" "GAMEUI_Commentary_LeaveOff" "Leave commentary OFF" "GAMEUI_PostCommentary_ModeLabelOn" "COMMENTARY MODE IS: ON" "GAMEUI_PostCommentary_ModeLabelOff" "COMMENTARY MODE IS: OFF" "GAMEUI_PostCommentary_options" "(To turn commentary on or off, select \"options\" from the main menu.)" "GAMEUI_LostCoastHasCommentary" "Half-Life 2: Lost Coast includes audio commentary, spoken by members of the Valve development team." "GAMEUI_Commentary_HowToUse" "To start or Stop a commentary node, aim your crosshairs at any balloon icon and then press your USE key." } } "lang" { "Language" "English" "Tokens" "BM_Title" "Unit Build Menu" "BM_Cancel" "Cancel" { "hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE\n(PULSE-RIFLE)" "HL2_Bugbait" "PHEROPOD\n(BUGBAIT)" "HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRENADE" "HL2_GravityGun" "ZERO-POINT ENERGY GUN\n(GRAVITY GUN)" "HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG\n(ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG\n(SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M\n(Selectable Lightweight Attack Munition)" "HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Health:%s2" "Team" "Team %s1" "Cstrike_Spec_Ct_Score" "Humans" "Cstrike_Spec_Ter_Score" "Zombie Master" "Game_connected" "%s1 connected" "Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "french" "Tokens" { "hl2_AmmoFull" "PLEIN" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "MILICE STANDARD (FUSIL A IMPULSION)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "PHEROPODE (BUGBAIT)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "ARBALETE" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "PIED-DE-BICHE" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRENADE" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "PISTOLET ENERGETIQUE POINT ZERO (PISTOLET ANTI-GRAVITE)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "PISTOLET 9MM" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (LANCE-ROQUETTES)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "FUSIL A POMPE" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (PISTOLET MITRAILLEUR)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "MINI-BOMBE (munition lgre pour l'attaque)" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "MATRAQUE ELECTRIQUE" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 joueur" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 joueurs" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Team Deathmatch" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Ami: %s1 Sant: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Ennemi: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Sant: %s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" "Equipe %s1" "[english]Team" "Team %s1" "Game_connected" "%s1 connect" "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1 a quitt la partie" "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "german" "Tokens" { "hl2_AmmoFull" "VOLL" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "STANDARDAUSRSTUNG FR SICHERHEITSKRFTE (IMPULSGEWEHR)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "PHEROPOD (KDER)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "ARMBRUST" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "BRECHSTANGE" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRANATE" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "NULLPUNKT-ENERGIEGEWEHR (GRAVITRON)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9-MM-PISTOLE" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "SCHROTFLINTE" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (SUB-MASCHINENGEWEHR)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M (Standard Leichtgewicht Angriffs Munition)" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "SCHLAGSTOCK" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 Spieler" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 Spieler" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Deathmatch-Team" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Freund: %s1 Gesundheit: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Gegner: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Gesundheit:%s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" "Team %s1" "[english]Team" "Team %s1" "Game_connected" "Verbindung zu %s1 steht." "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1 hat das Spiel verlassen." "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "italian" "Tokens" { "hl2_AmmoFull" "PIENO" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "MAGNUM .357" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "DOTAZIONE STANDARD PER SORVEGLIANZA (FUCILE A IMPULSI)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "FEROPODO (ESCA)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "BALESTRA" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "ASTA" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRANATA" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "PISTOLA ENERGETICA ZERO POINT (PISTOLA GRAVITAZIONALE)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "PISTOLA 9 MM" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (GRANATA A RAZZO)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "FUCILE" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "MITRAGLIATRICE" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M (Munizioni per attacco leggero selezionabili)" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "RAFFICA STORDENTE" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 giocatore" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 giocatori" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Deathmatch a squadre" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Amico: %s1 Salute: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Nemico: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Salute: %s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" "Team %s1" "[english]Team" "Team %s1" "Game_connected" "%s1 connesso" "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1 ha lasciato il gioco" "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "japanese" "Tokens" { "hl2_AmmoFull" "P}+g" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "357 0000" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "vTjnNi (0000000)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "000000 (k[[0)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "00000" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "000" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "Kbi>_" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "p00000 (R)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9MM 0000" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (0000pKbi>_)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "000000" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (0000000)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M ("lang" { "Language" "korean" "Tokens" { "hl2_AmmoFull" " 8" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 " "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" " | 8 ( |t)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "\ ( |)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "l\" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "l\" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "X" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" " t (%t)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9MM <" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (\ X 0)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (0)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M ( })" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "0 U " "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 t" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 t" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "pX" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" " pX" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "\l: %s1 %: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "p: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 %:%s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" " %s1" "[english]Team" "Team %s1" "Game_connected" "%s1t ." "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1t ." "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "korean" "Tokens" { "hl2_AmmoFull" " 8" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 " "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" " | 8 ( |t)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "\ ( |)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "l\" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "l\" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "X" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" " t (%t)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9MM <" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (\ X 0)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (0)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M ( })" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "0 U " "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 t" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 t" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "pX" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" " pX" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "\l: %s1 %: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "p: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 %:%s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" " %s1" "[english]Team" "Team %s1" "Game_connected" "%s1t ." "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1t ." "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "portuguese" "Tokens" { "hl2_AmmoFull" "TOTAL" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "MAGNUM .357" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "ITEM PADRO DA VIGILNCIA (ESPINGARDA DE IMPULSOS)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "FEROGNEO (ISCO)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "BESTA" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "P-DE-CABRA" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRANADA" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "PISTOLA DE ENERGIA DE PONTO ZERO (PISTOLA ANTIGRAVIDADE)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "PISTOLA DE 9MM" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (GRANADA PROPULSIONADA POR ROCKET)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "CAADEIRA" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (SUBMETRALHADORA)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M (Munies Ligeiras de Ataque Seleccionveis)" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "BASTO ELCTRICO" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 jogador" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 jogadores" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Deathmatch de equipa" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Amigo: %s1 Energia: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Inimigo: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Energia:%s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" "Equipa %s1" "[english]Team" "Team %s1" "Game_connected" "%s1 ligado" "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1 abandonou o jogo" "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "russian" "Tokens" { "hl2_AmmoFull" "+" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "03=C< 357 " "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" ""015;L=>5 >@C685 0B@C;O (#,! #,)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "$ (#("lang" { "Language" "schinese" "Tokens" { "hl2_AmmoFull" "n" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "0.357 ]nKbg" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "vhQY Qeg Yg " "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "Oo` }9_ ku " "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" ")_" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "dh" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "Kbi9_" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "pg Rg " "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9MM Kbg" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG kp{ci9_p " "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "09_g" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG Qg " "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M S {W;eQ9_o " "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "5uQh" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 s[" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 s[" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "{kNz[" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "V{kNz[" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "[S"lang" { "Language" "spanish" "Tokens" { "hl2_AmmoFull" "COMPLETO" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "MAGNUM .357" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "NORMAL DE VIGILANCIA (RIFLE DE PULSO)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "FERPODO (CARNADA)" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "BALLESTA" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "PALANCA" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRANADA" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "ARMA DE ENERGA DE PUNTO CERO (ARMA GRAVITATORIA)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "PISTOLA DE 9 MM" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG (GRANADA IMPULSADA POR COHETES)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "ESCOPETA" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (METRALLETA)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M (Dispositivo de ataque ligero multifuncional)" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "PORRA ELCTRICA" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 jugador" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 jugadores" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Team Deathmatch" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Amigo: %s1 Salud: %s2" "[english]Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Enemigo: %s1" "[english]Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Salud: %s2" "[english]Playerid_noteam" "%s1 Health:%s2" "Team" "Equipo %s1" "[english]Team" "Team %s1" "Game_connected" "%s1 conectado" "[english]Game_connected" "%s1 connected" "Game_disconnected" "%s1 ha abandonado la partida" "[english]Game_disconnected" "%s1 has left the game" } } "lang" { "Language" "tchinese" "Tokens" { "hl2_AmmoFull" "hQn" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "v{jnP (]i)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "m^ ()" "[english]HL2_Bugbait" "PHEROPOD (BUGBAIT)" "HL2_Crossbow" "ASW[_" "[english]HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "5d" "[english]HL2_Crowbar" "CROWBAR" "HL2_Grenade" "KbiH_" "[english]HL2_Grenade" "GRENADE" "HL2_GravityGun" "4XIQ_gi (Ri)" "[english]HL2_GravityGun" "ZERO-POINT ENERGY GUN (GRAVITY GUN)" "HL2_Pistol" "9 ks|Kbi" "[english]HL2_Pistol" "9MM PISTOL" "HL2_RPG" "kp{ (kp{p)" "[english]HL2_RPG" "RPG (ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "0H_i" "[english]HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG (]i)" "[english]HL2_SMG1" "SMG (SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M (SxdW;edfkhVH_)" "[english]HL2_SLAM" "S.L.A.M (Selectable Lightweight Attack Munition)" "HL2_StunBaton" "STUNSTICK" "[english]HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 s[" "[english]ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 s[" "[english]ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "u{k%!j_" "[english]ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Wu{k%" "[english]ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "S"lang" { "Language" "thai" "Tokens" { "hl2_AmmoFull" "@G!" "[english]hl2_AmmoFull" "FULL" "HL2_357Handgun" "7 MAGNUM .357" "[english]HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "3*1H!2#2- OVERWATCH (7D#@4%%12)" "[english]HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE (PULSE-RIFLE)" "HL2_Bugbait" "@-B#- ("chapters" { 1 "background01" } // Game specific definitions "$game" "HL2MP" game_sounds_manifest { "precache_file" "scripts/game_sounds.txt" "precache_file" "scripts/game_sounds_ui.txt" "precache_file" "scripts/game_sounds_player.txt" // Weapon sounds "precache_file" "scripts/game_sounds_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" // E3 level sounds "precache_file" "scripts/level_sounds_e3_c17.txt" "precache_file" "scripts/level_sounds_e3_town.txt" "precache_file" "scripts/level_sounds_e3_bugbait.txt" // Game level sounds "precache_file" "scripts/level_sounds_eli_lab.txt" "precache_file" "scripts/level_sounds_trainyard.txt" "precache_file" "scripts/level_sounds_k_lab.txt" "precache_file" "scripts/level_sounds_k_lab2.txt" "precache_file" "scripts/level_sounds_coast.txt" "precache_file" "scripts/level_sounds_novaprospekt.txt" "precache_file" "scripts/level_sounds_streetwar.txt" "precache_file" "scripts/level_sounds_streetwar2.txt" "precache_file" "scripts/level_sounds_breencast.txt" "precache_file" "scripts/level_sounds_citadel.txt" "precache_file" "scripts/level_sounds_canals.txt" "precache_file" "scripts/level_sounds_ravenholm.txt" "precache_file" "scripts/level_sounds_ravenholm2.txt" "precache_file" "scripts/level_sounds_canals2.txt" //Music Tracks "precache_file" "scripts/level_sounds_music.txt" // NPC Sounds "precache_file" "scripts/npc_sounds_eli.txt" "precache_file" "scripts/npc_sounds_alyx.txt" "precache_file" "scripts/npc_sounds_dog.txt" "precache_file" "scripts/npc_sounds_citizen.txt" "precache_file" "scripts/npc_sounds_barney.txt" "precache_file" "scripts/npc_sounds_soldier.txt" "precache_file" "scripts/npc_sounds_strider.txt" "precache_file" "scripts/npc_sounds_zombie.txt" "precache_file" "scripts/npc_sounds_vortigaunt.txt" "precache_file" "scripts/npc_sounds_turret.txt" "precache_file" "scripts/npc_sounds_scanner.txt" "precache_file" "scripts/npc_sounds_rollermine.txt" "precache_file" "scripts/npc_sounds_poisonzombie.txt" "precache_file" "scripts/npc_sounds_metropolice.txt" "precache_file" "scripts/npc_sounds_combinecamera.txt" "precache_file" "scripts/npc_sounds_manhack.txt" "precache_file" "scripts/npc_sounds_ichthyosaur.txt" "precache_file" "scripts/npc_sounds_blackheadcrab.txt" "precache_file" "scripts/npc_sounds_fastheadcrab.txt" "precache_file" "scripts/npc_sounds_headcrab.txt" "precache_file" "scripts/npc_sounds_fastzombie.txt" "precache_file" "scripts/npc_sounds_birds.txt" "precache_file" "scripts/npc_sounds_gunship.txt" "precache_file" "scripts/npc_sounds_dropship.txt" "precache_file" "scripts/npc_sounds_barnacle.txt" "precache_file" "scripts/npc_sounds_attackheli.txt" "precache_file" "scripts/npc_sounds_antlionguard.txt" "precache_file" "scripts/npc_sounds_antlion.txt" "precache_file" "scripts/npc_sounds_env_headcrabcanister.txt" "precache_file" "scripts/npc_sounds_combine_ball.txt" "precache_file" "scripts/npc_sounds_combine_mine.txt" "precache_file" "scripts/npc_sounds_sniper.txt" "precache_file" "scripts/npc_sounds_stalker.txt" "precache_file" "scripts/npc_sounds_gman.txt" "precache_file" "scripts/npc_sounds_dragzombie.txt" "precache_file" "scripts/npc_sounds_burnzombie.txt" //ZM sounds "precache_file" "scripts/game_sounds_powers.txt" }"HL2Player.SprintNoPower" { "channel" "CHAN_VOICE" "volume" "0.8" "soundlevel" "SNDLVL_60dB" "wave" "player/suit_denydevice.wav" } "HL2Player.SprintStart" { "channel" "CHAN_VOICE" "volume" "0.9" "soundlevel" "SNDLVL_60dB" "wave" "player/suit_sprint.wav" } "HL2Player.FlashLightOn" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" "items/flashlight1.wav" } "HL2Player.FlashLightOff" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" "items/flashlight1.wav" } "HL2Player.PickupWeapon" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "items/ammo_pickup.wav" } "HL2Player.TrainUse" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "plats/train_use1.wav" } "HL2Player.Use" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_select.wav" } "HL2Player.UseNPC" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_select.wav" } "HL2Player.UseDeny" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_denyselect.wav" } "HL2Player.BurnPain" { "channel" "CHAN_VOICE" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/pl_burnpain1.wav" "wave" "player/pl_burnpain2.wav" "wave" "player/pl_burnpain3.wav" } } // SHARED player sounds "Player.Death" { "channel" "CHAN_VOICE" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/pl_pain5.wav" "wave" "player/pl_pain6.wav" "wave" "player/pl_pain7.wav" } } "Player.PlasmaDamage" { "channel" "CHAN_BODY" "volume" "0.5" "soundlevel" "SNDLVL_75dB" "wave" "player/general/flesh_burn.wav" } "Player.SonicDamage" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/pl_pain5.wav" "wave" "player/pl_pain6.wav" "wave" "player/pl_pain7.wav" } } "Player.DrownStart" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "wave" "player/pl_drown1.wav" } "Player.Swim" { "channel" "CHAN_STATIC" "volume" "0.5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/footsteps/wade5.wav" "wave" "player/footsteps/wade6.wav" "wave" "player/footsteps/wade7.wav" "wave" "player/footsteps/wade8.wav" } } "Player.FallDamage" { "channel" "CHAN_AUTO" "volume" "0.75" "pitch" "90,110" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "player/pl_fallpain1.wav" "wave" "player/pl_fallpain3.wav" } } "Player.FallGib" { "channel" "CHAN_ITEM" "volume" "0.75" "pitch" "90,110" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "physics/body/body_medium_break2.wav" } } "Player.DrownContinue" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "90,110" "rndwave" { "wave" "player/pl_drown1.wav" "wave" "player/pl_drown2.wav" "wave" "player/pl_drown3.wav" } } "Player.Wade" { "channel" "CHAN_BODY" "volume" "0.25" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "player/footsteps/wade5.wav" "wave" "player/footsteps/wade6.wav" "wave" "player/footsteps/wade7.wav" "wave" "player/footsteps/wade8.wav" } } "Player.AmbientUnderWater" { "channel" "CHAN_STATIC" "volume" "0.22" "soundlevel" "SNDLVL_75dB" "wave" "ambient/water/underwater.wav" } "Player.UseTrain" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "plats/train_use1.wav" } "Player.UseDeny" { "channel" "CHAN_ITEM" "volume" "0.4" "soundlevel" "SNDLVL_75dB" "wave" "common/wpn_select.wav" } "Player.PickupWeapon" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "pitch" "95,105" "wave" "items/ammo_pickup.wav" } "Geiger.BeepLow" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/geiger1.wav" "wave" "player/geiger2.wav" } } "Geiger.BeepHigh" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "rndwave" { "wave" "player/geiger2.wav" "wave" "player/geiger3.wav" } } //HL2MP "NPC_MetroPolice.Die" { "channel" "CHAN_VOICE" "volume" "0.500" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/metropolice/die1.wav" "wave" "npc/metropolice/die2.wav" "wave" "npc/metropolice/die3.wav" "wave" "npc/metropolice/die4.wav" } } "NPC_CombineS.Die" { "channel" "CHAN_VOICE" "volume" "0.500" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/combine_soldier/die1.wav" "wave" "npc/combine_soldier/die2.wav" "wave" "npc/combine_soldier/die3.wav" } } "NPC_Citizen.die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "*vo/npc/$gender01/pain07.wav" "wave" "*vo/npc/$gender01/pain08.wav" "wave" "*vo/npc/$gender01/pain09.wav" } }"ZMPower.PhysExplode_Buildup" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "wave" "powers/explosion_3.wav" }// HL2 Weapons // ******* // BULLETS "Bullets.DefaultNearmiss" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "rndwave" { "wave" ">weapons/fx/nearmiss/bulletLtoR03.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR04.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR06.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR07.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR09.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR10.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR13.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR14.wav" } } "Bullets.GunshipNearmiss" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_140dB" "pitch" "50" "rndwave" { "wave" ">weapons/fx/nearmiss/bulletLtoR03.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR04.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR05.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR06.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR11.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR12.wav" } } "Bullets.StriderNearmiss" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "pitch" "75" "rndwave" { "wave" ">weapons/fx/nearmiss/bulletLtoR11.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR13.wav" "wave" ">weapons/fx/nearmiss/bulletLtoR14.wav" } } "FX_RicochetSound.Ricochet" { "channel" "CHAN_STATIC" "volume" "0.5, 0.6" "soundlevel" "SNDLVL_80dB" "pitch" "90, 110" "rndwave" { "wave" "weapons/fx/rics/ric1.wav" "wave" "weapons/fx/rics/ric2.wav" "wave" "weapons/fx/rics/ric3.wav" "wave" "weapons/fx/rics/ric4.wav" "wave" "weapons/fx/rics/ric5.wav" } } "FuncTank.Fire" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_130dB" "pitch" "100, 120" "rndwave" { "wave" "weapons/ar1/ar1_1.wav" "wave" "weapons/ar1/ar1_2.wav" } } // ******* // WEAPONS // weapon_ar2.txt "Weapon_AR2.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_AR2.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload.wav" } "Weapon_AR2.Reload_Rotate" { "channel" "CHAN_ITEM" "volume" "0.9" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload_rotate.wav" } "Weapon_AR2.Reload_Push" { "channel" "CHAN_ITEM" "volume" "0.9" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload_push.wav" } "Weapon_AR2.Single" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "85,95" "rndwave" { "wave" "weapons/ar2/fire1.wav" } } "Weapon_AR2.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_AR2.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } "Weapon_AR2.Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/ar2/ar2_altfire.wav" } "Weapon_AR2.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/npc_ar2_reload.wav" } "Weapon_AR2.NPC_Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/ar2/npc_ar2_altfire.wav" } "Weapon_AR2.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" // "wave" "^weapons/ar2/npc_ar2_fire1.wav" "wave" "^weapons/ar1/ar1_dist1.wav" } "Weapon_functank.Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" "wave" "^weapons/ar1/ar1_dist1.wav" } // weapon_binoculars.txt "Weapon_Binoculars.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoomin.wav" } "Weapon_Binoculars.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoomout.wav" } "Weapon_Binoculars.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/binoculars/binoculars_zoommax.wav" } // weapon_brickbat.txt "Weapon_Brickbat.Special1" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "physics/wood/wood_box_impact_hard1.wav" } "Weapon_Bugbait.Splat" { "channel" "CHAN_WEAPON" "volume" "0.75" "soundlevel" "SNDLVL_75dB" "pitch" "90,115" "rndwave" { "wave" "weapons/bugbait/bugbait_squeeze1.wav" "wave" "weapons/bugbait/bugbait_squeeze2.wav" "wave" "weapons/bugbait/bugbait_squeeze3.wav" } } "Weapon_CombineGuard.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/cguard/charging.wav" } // weapon_crowbar.txt "Weapon_Crowbar.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/iceaxe/iceaxe_swing1.wav" } "Weapon_Crowbar.Melee_Hit" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_105dB" "pitch" "98,102" "rndwave" { "wave" "physics/flesh/flesh_impact_bullet3.wav" "wave" "physics/flesh/flesh_impact_bullet4.wav" "wave" "physics/flesh/flesh_impact_bullet5.wav" } } "Weapon_Crowbar.Melee_HitWorld" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_90dB" "pitch" "90,120" "rndwave" { "wave" "weapons/crowbar/crowbar_impact1.wav" "wave" "weapons/crowbar/crowbar_impact2.wav" } } // weapon_extinguisher.txt "Weapon_Extinguisher.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_Extinguisher.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_reload.wav" } "Weapon_Extinguisher.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "wave" "weapons/extinguisher/fire1.wav" } "Weapon_Extinguisher.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/extinguisher/release1.wav" } "Weapon_Extinguisher.Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/ar2/ar2_altfire.wav" } "Weapon_Extinguisher.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "95,105" "wave" "weapons/ar2/npc_ar2_fire1.wav" } "Weapon_Extinguisher.NPC_Double" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "wave" "weapons/ar2/npc_ar2_altfire.wav" } "Weapon_Extinguisher.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/npc_ar2_reload.wav" } // weapon_flaregun.txt "Weapon_FlareGun.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/flaregun/fire.wav" } "Weapon_FlareGun.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/flaregun/reload.wav" } "Weapon_FlareGun.Burn" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_NORM" "volume" "0.65" "wave" "weapons/flaregun/burn.wav" } // weapon_gauss.txt "Weapon_Gauss.ChargeLoop" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "soundlevel" "SNDLVL_NORM" "wave" "weapons/gauss/chargeloop.wav" } // weapon_irifle.txt "Weapon_IRifle.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/ar2/ar2_empty.wav" } "Weapon_IRifle.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" ")weapons/irifle/irifle_fire2.wav" } // weapon_physcannon.txt "Weapon_PhysCannon.Launch" { "channel" "CHAN_WEAPON" "volume" "0.57" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "110,120" "rndwave" { "wave" ")weapons/physcannon/superphys_launch1.wav" "wave" ")weapons/physcannon/superphys_launch2.wav" "wave" ")weapons/physcannon/superphys_launch4.wav" } } "Weapon_MegaPhysCannon.Launch" { "channel" "CHAN_WEAPON" "volume" "0.6" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "130,140" "rndwave" { "wave" "weapons/physcannon/superphys_launch1.wav" "wave" "weapons/physcannon/superphys_launch2.wav" "wave" "weapons/physcannon/superphys_launch3.wav" "wave" "weapons/physcannon/superphys_launch4.wav" } } "Weapon_PhysCannon.Charge" { "channel" "CHAN_ITEM" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_charge.wav" } "Weapon_MegaPhysCannon.Charge" { "channel" "CHAN_ITEM" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "pitch" "70,80" "wave" "weapons/physcannon/physcannon_charge.wav" } "Weapon_PhysCannon.DryFire" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_dryfire.wav" } "Weapon_MegaPhysCannon.DryFire" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "pitch" "70,80" "wave" "weapons/physcannon/physcannon_dryfire.wav" } "Weapon_PhysCannon.Pickup" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "wave" ")weapons/physcannon/physcannon_pickup.wav" } "Weapon_MegaPhysCannon.Pickup" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "pitch" "70,80" "wave" "weapons/physcannon/physcannon_pickup.wav" } "Weapon_PhysCannon.OpenClaws" { "channel" "CHAN_VOICE" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_claws_open.wav" } "Weapon_PhysCannon.CloseClaws" { "channel" "CHAN_VOICE" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/physcannon/physcannon_claws_close.wav" } "Weapon_PhysCannon.Drop" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "wave" ")weapons/physcannon/physcannon_drop.wav" } "Weapon_MegaPhysCannon.Drop" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_105dB" "pitch" "50,60" "wave" "weapons/physcannon/physcannon_drop.wav" } "Weapon_PhysCannon.HoldSound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physcannon/hold_loop.wav" } "Weapon_MegaPhysCannon.HoldSound" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NORM" "pitch" "100" "wave" "weapons/physcannon/superphys_hold_loop.wav" } "Weapon_MegaPhysCannon.ChargeZap" { "channel" "CHAN_VOICE" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "pitch" "90,110" "rndwave" { "wave" "weapons/physcannon/superphys_small_zap1.wav" "wave" "weapons/physcannon/superphys_small_zap2.wav" "wave" "weapons/physcannon/superphys_small_zap3.wav" "wave" "weapons/physcannon/superphys_small_zap4.wav" } } "Weapon_PhysCannon.TooHeavy" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_NORM" "pitch" "100" "wave" "weapons/physcannon/physcannon_tooheavy.wav" } // weapon_physgun.txt "Weapon_Physgun.On" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_on.wav" } "Weapon_Physgun.Off" { "channel" "CHAN_ITEM" "volume" "0.42" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_off.wav" } "Weapon_Physgun.Special1" { "channel" "CHAN_WEAPON" "volume" "0.42" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/flaregun/impact.wav" } "Weapon_Physgun.LockedOn" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "pitch" "90" "wave" "weapons/physgun_loop1.wav" } "Weapon_Physgun.Scanning" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop2.wav" } "Weapon_Physgun.LightObject" { "channel" "CHAN_STATIC" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop3.wav" } "Weapon_Physgun.HeavyObject" { "channel" "CHAN_STATIC" "volume" "0.1" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physgun_loop4.wav" } // weapon_pistol.txt "Weapon_Pistol.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/pistol/pistol_reload1.wav" } "Weapon_Pistol.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_Pistol.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/pistol/pistol_empty.wav" } "Weapon_Pistol.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" ")weapons/pistol/pistol_fire2.wav" } "Weapon_Pistol.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "90,120" "wave" "^weapons/pistol/pistol_fire3.wav" } "Weapon_Pistol.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/smg1/switch_single.wav" } "Weapon_Pistol.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" ")SNDLVL_NORM" "wave" "weapons/smg1/switch_burst.wav" } "Weapon_Pistol.Burst" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,105" "wave" "^weapons/smg1/smg1_fireburst1.wav" } // weapon_rpg.txt "Weapon_RPG.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" ")weapons/rpg/rocketfire1.wav" } "Weapon_RPG.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/rpg/rocketfire1.wav" } "Weapon_RPG.LaserOn" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_RPG.LaserOff" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } // weapon_shotgun.txt "Weapon_Shotgun.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "95,100" "wave" "weapons/shotgun/shotgun_empty.wav" } "Weapon_Shotgun.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/shotgun/shotgun_reload1.wav" "wave" "weapons/shotgun/shotgun_reload2.wav" "wave" "weapons/shotgun/shotgun_reload3.wav" } } "Weapon_Shotgun.Special1" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/shotgun/shotgun_cock.wav" } "Weapon_Shotgun.Single" { "channel" "CHAN_WEAPON" "volume" "0.86" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "rndwave" { // "wave" "weapons/shotgun/shotgun_fire2.wav" // "wave" "weapons/shotgun/shotgun_fire6.wav" "wave" "weapons/shotgun/shotgun_fire7.wav" } } "Weapon_Shotgun.Double" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "90,95" "wave" "weapons/shotgun/shotgun_dbl_fire7.wav" } "Weapon_Shotgun.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/shotgun/shotgun_reload1.wav" "wave" "weapons/shotgun/shotgun_reload2.wav" "wave" "weapons/shotgun/shotgun_reload3.wav" } } "Weapon_Shotgun.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "wave" "weapons/shotgun/shotgun_fire6.wav" } // weapon_smg1.txt "Weapon_SMG1.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_SMG1.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_SMG1.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/pistol/pistol_empty.wav" } "Weapon_SMG1.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_90db" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" "wave" ")weapons/smg1/smg1_fire1.wav" } "Weapon_SMG1.Double" { "channel" "CHAN_WEAPON" "volume" "0.61" "soundlevel" "SNDLVL_GUNFIRE" "wave" ")weapons/ar2/ar2_altfire.wav" } "Weapon_SMG1.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "95,105" "wave" "^weapons/smg1/npc_smg1_fire1.wav" } "Weapon_SMG1.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/switch_single.wav" } "Weapon_SMG1.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/switch_burst.wav" } "Weapon_SMG1.Burst" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,105" "wave" "^weapons/smg1/smg1_fire1.wav" } // weapon_sniperrifle.txt "Weapon_SniperRifle.Special1" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomin.wav" } "Weapon_SniperRifle.Special2" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_zoomout.wav" } "Weapon_SniperRifle.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_reload.wav" } "Weapon_SniperRifle.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/sniper/sniper_reload.wav" } "Weapon_SniperRifle.Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" "weapons/sniper/sniper_fire.wav" } "Weapon_SniperRifle.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,102" "wave" "weapons/sniper/sniper_fire.wav" } "Weapon_StunStick.Swing" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "95,102" "rndwave" { "wave" "weapons/stunstick/stunstick_swing1.wav" "wave" "weapons/stunstick/stunstick_swing2.wav" } } "Weapon_StunStick.Melee_Miss" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/stunstick/stunstick_swing1.wav" "wave" "weapons/stunstick/stunstick_swing2.wav" } } "Weapon_StunStick.Melee_Hit" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/stunstick_fleshhit1.wav" "wave" "weapons/stunstick/stunstick_fleshhit2.wav" } } "Weapon_StunStick.Melee_HitWorld" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_105dB" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/stunstick_impact1.wav" "wave" "weapons/stunstick/stunstick_impact2.wav" } } "Weapon_StunStick.Activate" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/spark1.wav" "wave" "weapons/stunstick/spark2.wav" "wave" "weapons/stunstick/spark3.wav" } } "Weapon_StunStick.Deactivate" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "98,102" "rndwave" { "wave" "weapons/stunstick/spark1.wav" "wave" "weapons/stunstick/spark2.wav" "wave" "weapons/stunstick/spark3.wav" } } "WeaponFrag.Throw" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "WeaponFrag.Roll" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "Weapon_Mortar.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "pitch" "90,110" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^weapons/mortar/mortar_fire1.wav" } "Weapon_Mortar.Incomming" { "channel" "CHAN_WEAPON" "volume" "0.7" "pitch" "90,110" "soundlevel" "SNDLVL_120dB" "wave" "weapons/mortar/mortar_shell_incomming1.wav" } "Weapon_Mortar.Impact" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "rndwave" { "wave" "weapons/mortar/mortar_explode1.wav" "wave" "weapons/mortar/mortar_explode2.wav" "wave" "weapons/mortar/mortar_explode3.wav" } } "Func_Tank.BeginUse" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/shotgun/shotgun_cock.wav" } // weapon_357 "Weapon_357.Single" { "channel" "CHAN_WEAPON" "volume" "0.93" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "88,93" "rndwave" { "wave" ")weapons/357/357_fire2.wav" "wave" ")weapons/357/357_fire3.wav" } } "Weapon_357.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/357/reload1.wav" } "Weapon_357.OpenLoader" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_reload1.wav" } "Weapon_357.RemoveLoader" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_reload4.wav" } "Weapon_357.ReplaceLoader" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_reload3.wav" } "Weapon_357.Spin" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/357/357_spin1.wav" } // weapon_crossbow "Weapon_Crossbow.Single" { "channel" "CHAN_WEAPON" "volume" "0.61" "soundlevel" "SNDLVL_NORM" "pitch" "93,108" "wave" "weapons/crossbow/fire1.wav" } "Weapon_Crossbow.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "pitch" "93,108" "soundlevel" "SNDLVL_NORM" "wave" "weapons/crossbow/reload1.wav" } "Weapon_Crossbow.BoltFly" { "channel" "CHAN_VOICE" "volume" "0.6" "pitch" "90,110" "soundlevel" "SNDLVL_NORM" "wave" "weapons/crossbow/bolt_fly4.wav" } "Weapon_Crossbow.BoltElectrify" { "channel" "CHAN_WEAPON" "volume" "0.6" "pitch" "93,108" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/crossbow/bolt_load1.wav" "wave" "weapons/crossbow/bolt_load2.wav" } } "Weapon_Crossbow.BoltHitBody" { "channel" "CHAN_BODY" "volume" "0.7" "pitch" "93,108" "soundlevel" "SNDLVL_80db" "rndwave" { "wave" "weapons/crossbow/hitbod1.wav" "wave" "weapons/crossbow/hitbod2.wav" } } "Weapon_Crossbow.BoltHitWorld" { "channel" "CHAN_BODY" "volume" ".95,1.0" "pitch" "110,130" "soundlevel" "SNDLVL_80db" "wave" "weapons/crossbow/hit1.wav" } "Weapon_Crossbow.BoltSkewer" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_90db" "pitch" "90,110" "wave" "weapons/crossbow/bolt_skewer1.wav" } // ************* // BASE GRENADES "BaseExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "rndwave" { "wave" "^weapons/explode3.wav" "wave" "^weapons/explode4.wav" "wave" "^weapons/explode5.wav" } } "WaterExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "80,130" "rndwave" { "wave" "^weapons/underwater_explode3.wav" "wave" "^weapons/underwater_explode4.wav" } } "BaseGrenade.Explode" { "channel" "CHAN_VOICE" "volume" "0.45" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "weapons/debris1.wav" "wave" "weapons/debris2.wav" "wave" "weapons/debris3.wav" } } "BaseGrenade.StopSounds" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "BaseGrenade.BounceSound" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/slam/bounce1.wav" } "GrenadeBeam.HitSound" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "weapons/fx/rics/laser_ric1.wav" "wave" "weapons/fx/rics/laser_ric2.wav" "wave" "weapons/fx/rics/laser_ric3.wav" } } "GrenadeBottle.Detonate" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "physics/glass/glass_bottle_break2.wav" } } "GrenadeBugBait.Splat" { "channel" "CHAN_WEAPON" "volume" "0.9" "soundlevel" "SNDLVL_80dB" "pitch" "95,105" "rndwave" { "wave" "weapons/bugbait/bugbait_impact1.wav" "wave" "weapons/bugbait/bugbait_impact3.wav" } } "GrenadeHomer.StopSounds" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "Grenade_Molotov.Detonate" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "physics/glass/glass_bottle_break2.wav" } } "GrenadePathfollower.StopSounds" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "GrenadeScanner.StopSound" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } "TripwireGrenade.ShootRope" { "channel" "CHAN_BODY" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "pitch" "100" "wave" "weapons/tripwire/ropeshoot.wav" } // Alyx's EMP effect "AlyxEMP.Charge" { "channel" "CHAN_WEAPON" "volume" "0.65" "soundlevel" "SNDLVL_90dB" "pitch" "100,120" //"wave" "weapons/stunstick/alyx_stunner_charge2.wav" "wave" "weapons/stunstick/alyx_stunner2.wav" } "AlyxEMP.Discharge" { "channel" "CHAN_WEAPON" "volume" "0.65" "soundlevel" "SNDLVL_90dB" "pitch" "100,120" "rndwave" { "wave" "weapons/stunstick/alyx_stunner1.wav" "wave" "weapons/stunstick/alyx_stunner2.wav" } } "AlyxEMP.Stop" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_75dB" "wave" "common/null.wav" } // ************** // BASE CHARACTER "GenericNPC.GunSound" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_75dB" "pitch" "95,105" "rndwave" { "wave" "^weapons/ar1/ar1_dist1.wav" "wave" "^weapons/ar1/ar1_dist1.wav" "wave" "^weapons/ar1/ar1_dist2.wav" } } "Grenade.Blip" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/grenade/tick1.wav" } ///********* // SLAMZ ///********* "Weapon_SLAM.SatchelThrow" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "Weapon_SLAM.TripMineMode" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/mine_mode.wav" } "Weapon_SLAM.SatchelDetonate" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/buttonclick.wav" } "TripmineGrenade.Place" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/tripwire/hook.wav" } "TripmineGrenade.Activate" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/tripwire/mine_activate.wav" } // weapon_shotgun_zm.txt "Weapon_Shotgun_ZM.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "95,100" "wave" "weapons/shotgun_zm/shotgun_empty_zm.wav" } "Weapon_Shotgun_ZM.Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/shotgun_zm/shotgun_reload1_zm.wav" "wave" "weapons/shotgun_zm/shotgun_reload2_zm.wav" "wave" "weapons/shotgun_zm/shotgun_reload3_zm.wav" } } "Weapon_Shotgun_ZM.Special1" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/shotgun_zm/shotgun_cock_zm.wav" } "Weapon_Shotgun_ZM.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" //"pitch" "98,101" //"rndwave" //{ // "wave" "weapons/shotgun_zm/shotgun_fire2_zm.wav" // "wave" "weapons/shotgun_zm/shotgun_fire6_zm.wav" "wave" "^weapons/shotgun_zm/shotgun_fire7_zm_dist2.wav" //} } "Weapon_Shotgun_ZM.Double" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "90,95" "wave" "^weapons/shotgun_zm/shotgun_dbl_fire7_zm_dist.wav" } "Weapon_Shotgun_ZM.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/shotgun_zm/shotgun_reload1_zm.wav" "wave" "weapons/shotgun_zm/shotgun_reload2_zm.wav" "wave" "weapons/shotgun_zm/shotgun_reload3_zm.wav" } } "Weapon_Shotgun_ZM.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_NORM" //was SNDLVL_GUNFIRE "pitch" "98,101" "wave" "weapons/shotgun_zm/shotgun_fire6_zm.wav" } // weapon_rifle_zm.txt "Weapon_Rifle_ZM.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "pitch" "95,100" "wave" "weapons/rifle_zm/zm_rifle_empty.wav" } "Weapon_Rifle_ZM.Reload" { "channel" "CHAN_ITEM" "volume" "0.6" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "weapons/rifle_zm/zm_rifle_reload1.wav" "wave" "weapons/rifle_zm/zm_rifle_reload1.wav" "wave" "weapons/rifle_zm/zm_rifle_reload2.wav" } } "Weapon_Rifle_ZM.Special1" { "channel" "CHAN_ITEM" "volume" "1.0" "soundlevel" "SNDLVL_NORM" "wave" "weapons/rifle_zm/zm_rifle_lever.wav" } "Weapon_Rifle_ZM.Single" { "channel" "CHAN_WEAPON" "volume" "0.75" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "rndwave" { //"wave" "^weapons/rifle_zm/zm_rifle_fire1.wav" //"wave" "weapons/rifle_zm/zm_rifle_fire2.wav" "wave" "^weapons/rifle_zm/zm_rifle_fire2.wav" } } "Weapon_Rifle_ZM.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" ")weapons/rifle_zm/zm_rifle_reload1.wav" "wave" ")weapons/rifle_zm/zm_rifle_reload2.wav" } } "Weapon_Rifle_ZM.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.50" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "wave" "^weapons/rifle_zm/zm_rifle_fire2_dist.wav" } // weapon_flashlight_zm.txt "Weapon_Flashlight_ZM.Single" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/flashlight_zm/flashlight_swing.wav" } "Weapon_Flashlight_ZM.Melee_Hit" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/flashlight_zm/flashlight_swinghit.wav" } "Weapon_Flashlight_ZM.Melee_HitWorld" { "channel" "CHAN_WEAPON" "volume" "0.55" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/flashlight_zm/flashlight_swinghit.wav" } // weapon_pistol.txt "Weapon_pistol_zm.Reload" { "channel" "CHAN_ITEM" "volume" "0.8" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/pistol_zm/pistol_zm_reload1.wav" } "Weapon_pistol_zm.NPC_Reload" { "channel" "CHAN_ITEM" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" "weapons/smg1/smg1_reload.wav" } "Weapon_pistol_zm.Empty" { "channel" "CHAN_WEAPON" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "wave" ")weapons/pistol_zm/pistol_zm_empty.wav" } "Weapon_pistol_zm.Single" { "channel" "CHAN_WEAPON" "volume" "0.8" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,101" "rndwave" { "wave" "^weapons/pistol_zm/pistol_zm_fire1_dist.wav" "wave" "^weapons/pistol_zm/pistol_zm_fire2_dist.wav" } } "Weapon_pistol_zm.NPC_Single" { "channel" "CHAN_WEAPON" "volume" "0.9" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "98,120" "rndwave" { "wave" ")weapons/pistol_zm/pistol_zm_fire1.wav" "wave" ")weapons/pistol_zm/pistol_zm_fire2.wav" } } "Weapon_Fists_ZM.Melee_Hit" { "channel" "CHAN_WEAPON" "volume" "0.6" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/fists_zm/swing1.wav" } "Weapon_Sledge_ZM.Single" { "channel" "CHAN_WEAPON" "volume" "0.65" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/sledge_zm/sledge_swing.wav" } "Weapon_Sledge_ZM.Primary" { "channel" "CHAN_WEAPON" "volume" "0.75" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/sledge_zm/sledge_swing.wav" } "Weapon_Sledge_ZM.Secondary" { "channel" "CHAN_WEAPON" "volume" "0.75" "soundlevel" "SNDLVL_105dB" "pitch" "95,100" "wave" "weapons/sledge_zm/sledge_swingalt.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 FadeOutTeamLine { // make the display visible Animate TeamDisplay Alpha "0" Linear 0.0 0.25 } event FadeInTeamLine { // make the display visible Animate TeamDisplay Alpha "255" Linear 0.0 0.5 } event OpenWeaponSelectionMenu { StopEvent CloseWeaponSelectionMenu 0.0 StopEvent WeaponPickup 0.0 StopEvent FadeOutWeaponSelectionMenu 0.0 // make the display visible Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1 Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1 Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1 } event CloseWeaponSelectionMenu { // hide the whole thing near immediately Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1 } event FadeOutWeaponSelectionMenu { // slowly hide the whole thing Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5 } event SuitAuxPowerMax { // hide the suit power Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4 Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4 } 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 8" Deaccel 0.1 0.2 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 48" Deaccel 0.3 4.0 } event HealthIncreasedAbove20 { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLow 0.0 Animate HudHealth BgColor "BgColor" Linear 0.0 0.0 Animate HudHealth TextColor "FgColor" Linear 0.0 0.04 Animate HudHealth FgColor "FgColor" Linear 0.0 0.03 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 } event HealthIncreasedBelow20 { Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25 Animate HudHealth FgColor "FgColor" Linear 0.3 0.75 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 } event SuitPowerIncreasedAbove20 { StopEvent SuitLoop 0.0 StopEvent SuitPulse 0.0 StopEvent SuitPowerZero 0.0 Animate HudSuit Alpha "255" Linear 0.0 0.0 Animate HudSuit BgColor "BgColor" Linear 0.0 0.0 Animate HudSuit TextColor "FgColor" Linear 0.0 0.05 Animate HudSuit FgColor "FgColor" Linear 0.0 0.05 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 } event SuitPowerIncreasedBelow20 { StopEvent SuitPowerZero 0.0 Animate HudSuit Alpha "255" Linear 0.0 0.0 Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 } event SuitPowerZero { StopEvent SuitLoop 0.0 StopEvent SuitPulse 0.0 StopEvent SuitArmorLow 0.0 StopEvent SuitDamageTaken 0.0 Animate HudSuit Alpha "0" Linear 0.0 0.4 } event TestMovement { Animate HudHealth Position "256 120" Linear 0.0 2.0 Animate HudHealth Size "128 24" Linear 0.0 1.5 } event HealthDamageTaken { Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25 Animate HudHealth FgColor "FgColor" Linear 0.3 0.75 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1 Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2 } event SuitDamageTaken { Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1 Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2 } // health has been damaged to below 20% event HealthLow { StopEvent HealthDamageTaken 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLoop 0.0 Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1 Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75 Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2 Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2 Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1 Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2 Animate HudHealth Blur "5" Linear 0.0 0.1 Animate HudHealth Blur "3" Deaccel 0.1 0.9 RunEvent HealthPulse 1.0 } event HealthPulse { Animate HudHealth Blur "5" Linear 0.0 0.1 Animate HudHealth Blur "2" Deaccel 0.1 0.8 Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1 Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8 Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8 RunEvent HealthLoop 0.8 } // call to loop HealthPulse event HealthLoop { RunEvent HealthPulse 0.0 } // suit armor has been damaged to below 20% event SuitArmorLow { StopEvent SuitDamageTaken 0.0 StopEvent SuitPulse 0.0 StopEvent SuitLoop 0.0 // removing this effect -- matching it to the event for normal suit damage // so, there will be no special indication (redness, flashing) // in the hud that the suit armor is low // Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1 // Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75 Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1 Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2 // RunEvent SuitPulse 1.0 } event SuitPulse // this even no longer gets called { Animate HudSuit Blur "5" Linear 0.0 0.1 Animate HudSuit Blur "2" Deaccel 0.1 0.8 Animate HudSuit TextColor "BrightDamagedFg" Linear 0.0 0.1 Animate HudSuit TextColor "DamagedFg" Deaccel 0.1 0.8 Animate HudSuit BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudSuit BgColor "BgColor" Deaccel 0.1 0.8 RunEvent SuitLoop 0.8 } event SuitLoop { // this event no longer gets called RunEvent SuitPulse 0.0 } // ammo has been picked up event AmmoIncreased { Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.15 Animate HudAmmo FgColor "FgColor" Deaccel 0.15 1.5 Animate HudAmmo Blur "5" Linear 0.0 0.0 Animate HudAmmo Blur "0" Accel 0.01 1.5 } // ammo has been decreased, but there is still some remaining event AmmoDecreased { StopEvent AmmoIncreased 0.0 Animate HudAmmo Blur "7" Linear 0.0 0.0 Animate HudAmmo Blur "0" Deaccel 0.1 1.5 Animate HudAmmo TextColor "BrightFg" Linear 0.0 0.1 Animate HudAmmo TextColor "FgColor" Deaccel 0.1 0.75 } // primary ammo is zero event AmmoEmpty { Animate Hudammo FgColor "BrightDamagedFg" Linear 0.0 0.2 Animate Hudammo FgColor "DamagedFg" Accel 0.2 1.2 } // ammo2 is the total ammo for a weapon that uses clip ammo event Ammo2Increased { Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2 Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2 } // total ammo has been decreased, but there is still some remaining event Ammo2Decreased { Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2 Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2 } // total ammo is zero event Ammo2Empty { Animate Hudammo ammo2color "BrightDamagedFg" Linear 0.0 0.2 Animate Hudammo ammo2color "DamagedFg" Accel 0.2 1.2 } event AmmoSecondaryIncreased { Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.15 Animate HudAmmoSecondary FgColor "FgColor" Deaccel 0.15 1.5 Animate HudAmmoSecondary Blur "5" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Accel 0.01 1.5 } event AmmoSecondaryDecreased { StopEvent AmmoSecondaryIncreased 0.0 Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5 Animate HudAmmoSecondary TextColor "BrightFg" Linear 0.0 0.1 Animate HudAmmoSecondary TextColor "FgColor" Deaccel 0.1 0.75 } event AmmoSecondaryEmpty { Animate HudAmmoSecondary FgColor "BrightDamagedFg" Linear 0.0 0.2 Animate HudAmmoSecondary FgColor "DamagedFg" Accel 0.2 1.2 Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5 } // current weapon has been changed event WeaponChanged { Animate HudAmmo BgColor "250 220 0 80" Linear 0.0 0.1 Animate HudAmmo BgColor "BgColor" Deaccel 0.1 1.0 Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.1 Animate HudAmmo FgColor "FgColor" Linear 0.2 1.5 } // ran if we just changed to a weapon that needs clip ammo event WeaponUsesClips { Animate HudAmmo Position "r150 432" Deaccel 0.0 0.4 Animate HudAmmo Size "132 36" Deaccel 0.0 0.4 } // ran if we just changed to a weapon that does not use clip ammo event WeaponDoesNotUseClips { Animate HudAmmo Position "r118 432" Deaccel 0.0 0.4 Animate HudAmmo Size "100 36" Deaccel 0.0 0.4 } event WeaponUsesSecondaryAmmo { StopAnimation HudAmmo Position 0.0 StopAnimation HudAmmo Size 0.0 StopPanelAnimations HudAmmoSecondary 0.0 Animate HudAmmoSecondary BgColor "250 220 0 60" Linear 0.0 0.1 Animate HudAmmoSecondary BgColor "BgColor" Deaccel 0.1 1.0 Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.1 Animate HudAmmoSecondary FgColor "FgColor" Linear 0.2 1.5 Animate HudAmmoSecondary Alpha 255 Linear 0.0 0.1 Animate HudAmmo Position "r222 432" Deaccel 0.0 0.5 Animate HudAmmo Size "132 36" Deaccel 0.0 0.4 } event WeaponDoesNotUseSecondaryAmmo { StopPanelAnimations HudAmmoSecondary 0.0 Animate HudAmmoSecondary FgColor "0 0 0 0" Linear 0.0 0.4 Animate HudAmmoSecondary BgColor "0 0 0 0" Linear 0.0 0.4 Animate HudAmmoSecondary Alpha 0 Linear 0.0 0.1 } event CraneMagnetFlash { Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.0 0.1 Animate HudCraneMagnet TextColor "255 220 0 160" Deaccel 0.1 0.3 Animate HudCraneMagnet TextColor "255 170 0 220" Deaccel 0.4 0.3 Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.8 0.2 } event HintMessageShow { // show the hints Animate HudHintDisplay Alpha 255 Linear 0.0 0.5 // flash text Animate HudHintDisplay FgColor "FgColor" Linear 0.0 0.01 Animate HudHintDisplay FgColor "255 220 0 255" Linear 0.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 0.7 0.2 Animate HudHintDisplay FgColor "255 220 0 255" Linear 1.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 1.7 0.2 // hide the panel after a while Animate HudHintDisplay Alpha 0 Linear 12.0 1.0 } event HintMessageHide { Animate HudHintDisplay Alpha 0 Linear 0.0 0.5 } event SquadMemberAdded { StopEvent SquadMemberDied 0.0 StopEvent SquadMemberLeft 0.0 // add in the squad member, brighter then normal color Animate HudSquadStatus LastMemberColor "255 220 0 255" Linear 0.0 0.3 Animate HudSquadStatus LastMemberColor "255 220 0 160" Linear 0.3 0.3 } event SquadMemberLeft { StopEvent SquadMemberDied 0.0 StopEvent SquadMemberAdded 0.0 // fade out the icon Animate HudSquadStatus LastMemberColor "255 220 0 0" Linear 0.0 0.5 } event SquadMemberDied { StopEvent SquadMemberAdded 0.0 StopEvent SquadMemberLeft 0.0 // flash red, hold, then disappear Animate HudSquadStatus LastMemberColor "255 0 0 255" Linear 0.0 0.5 Animate HudSquadStatus LastMemberColor "255 0 0 0" Linear 2.0 2.0 } event SquadMembersFollowing { StopEvent SquadMembersStationed 0.0 Animate HudSquadStatus SquadTextColor "255 220 0 255" Linear 0.0 0.2 Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.2 0.4 } event SquadMembersStationed { StopEvent SquadMembersFollowing 0.0 Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.5 0.5 } event PoisonDamageTaken { Animate HudPoisonDamageIndicator Alpha 255 Linear 0.0 1.0 RunEvent PoisonLoop 0.0 } event PoisonDamageCured { StopEvent PoisonDamageTaken 0.0 StopEvent PoisonLoop 0.0 StopEvent PoisonPulse 0.0 Animate HudPoisonDamageIndicator Alpha 0 Linear 0.0 1.0 } event PoisonPulse { Animate HudPoisonDamageIndicator TextColor "BrightFg" Linear 0.0 0.1 Animate HudPoisonDamageIndicator TextColor "FgColor" Deaccel 0.1 0.8 Animate HudPoisonDamageIndicator BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudPoisonDamageIndicator BgColor "BgColor" Deaccel 0.1 0.8 RunEvent PoisonLoop 0.8 } // call to loop PoisonLoop event PoisonLoop { RunEvent PoisonPulse 0.0 } // keys with $ are to be substituted in the value strings where they occur // They must occur before any values that reference them since this file is // parsed in order // Substitutions $game is swapped with the text string specified #include "scripts/game.txt" "loading" "Loading $game..." "nummasters" "2" "master0" "half-life.east.won.net:27010" "master1" "half-life.west.won.net:27010" //"master0" "127.0.0.1:27010" //"master1" "127.0.0.1:27010" // Actual text labels ( note that all $key strings in the value field will be // substituted as noted above ). "label_console" "Go to $game console" "label_quit" "Quit playing $game" "label_newgame" "Start a new game" "label_loadgame" "Load a saved game" "label_videomode" "Change video mode" "label_configuration" "Configuration" "label_langame" "Connect to games on your LAN" "label_internetgame" "Connect to internet games" "label_multiplayergame" "Multiplayer games" "dialog_main_header" "$game" "dialog_videomode_header" "Video Mode" "dialog_newgame_header" "New Game" "dialog_loadgame_header" "Load Game" "dialog_configuration_header" "Configuration" "dialog_controls_header" "Controls" "dialog_lan_header" "Lan" "dialog_internet_header" "Internet Games" "dialog_multiplayer_header" "Multiplayer" "button_done" "Done" "button_ok" "OK" "button_cancel" "Cancel" "button_yes" "Yes" "button_no" "No" "button_newgame" "New Game" "button_videomode" "Video Mode" "button_console" "Console" "button_quit" "Quit" "button_loadgame" "Load Game" "button_easy" "Easy" "button_medium" "Medium" "button_hard" "Hard" "button_configuration" "Configuration" "button_controls" "Controls" "button_usedefaults" "Use Defaults" "button_advancedcontrols" "Adv Controls" "button_delete" "Delete" "button_load" "Load" "button_langame" "Lan" "button_internetgame" "Internet Game" "button_connect" "Connect" "button_refresh" "Refresh" "button_multiplayergame" "Multiplayer" "button_update" "Update" "keybinding_action" "Action" "keybinding_keybutton" "Key / button" "keybinding_alternate" "Alternate" "keybinding_prompt" "Press a button or key" "loadgame_time" "Time" "loadgame_game" "Game" "loadgame_elapsed" "Elapsed Time" "langame_address" "Address" "langame_gamedir" "Game" "langame_map" "Map" "langame_ping" "Ping""sprites/640_hud" { TextureData { "death_357" { "font" "HL2MPTypeDeath" "character" "." } "death_ar2" { "font" "HL2MPTypeDeath" "character" "2" } "death_crossbow_bolt" { "font" "HL2MPTypeDeath" "character" "1" } "death_smg1" { "font" "HL2MPTypeDeath" "character" "/" } "death_shotgun" { "font" "HL2MPTypeDeath" "character" "0" } "death_rpg_missile" { "font" "HL2MPTypeDeath" "character" "3" } "death_grenade_frag" { "font" "HL2MPTypeDeath" "character" "4" } "death_pistol" { "font" "HL2MPTypeDeath" "character" "-" } "death_physics" { "font" "HL2MPTypeDeath" "character" "9" } "death_combine_ball" { "font" "HL2MPTypeDeath" "character" "8" } "death_smg1_grenade" { "font" "HL2MPTypeDeath" "character" "7" } "death_stunstick" { "font" "HL2MPTypeDeath" "character" "!" } "death_slam" { "font" "HL2MPTypeDeath" "character" "*" } "death_crowbar" { "font" "HL2MPTypeDeath" "character" "6" } "voice_player" { "file" "voice/icntlk_sv" "x" "0" "y" "0" "width" "32" "height" "32" } "voice_self" { "file" "voice/icntlk_local" "x" "0" "y" "0" "width" "32" "height" "32" } "icon_resources" { "file" "VGUI/miniskull" "x" "0" "y" "0" "width" "32" "height" "32" } "icon_figures" { "file" "VGUI/minifigures" "x" "0" "y" "0" "width" "16" "height" "16" } } } "NPC_BurnZombie.Pain" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/barnacle/neck_snap1.wav" } "NPC_BurnZombie.Die" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/barnacle/neck_snap2.wav" } "NPC_BurnZombie.Alert" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/stalker/go_alert2.wav" } "NPC_BurnZombie.Idle" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/stalker/breathing3.wav" } "NPC_BurnZombie.Scream" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/stalker/go_alert2a.wav" } "NPC_DragZombie.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_die1.wav" "wave" "npc/zombie_poison/pz_die2.wav" } } "NPC_DragZombie.ThrowWarn" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_warn1.wav" "wave" "npc/zombie_poison/pz_warn2.wav" } } "NPC_DragZombie.Throw" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_throw2.wav" "wave" "npc/zombie_poison/pz_throw3.wav" } } "NPC_DragZombie.Idle" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/zombie_poison/pz_idle2.wav" "wave" "npc/zombie_poison/pz_idle3.wav" "wave" "npc/zombie_poison/pz_idle4.wav" } } "NPC_DragZombie.Pain" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_pain1.wav" "wave" "npc/zombie_poison/pz_pain2.wav" "wave" "npc/zombie_poison/pz_pain3.wav" } } "NPC_DragZombie.Alert" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_alert1.wav" "wave" "npc/zombie_poison/pz_alert2.wav" } } "NPC_DragZombie.Attack" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_warn1.wav" "wave" "npc/zombie_poison/pz_warn2.wav" } } "NPC_DragZombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_right_foot1.wav" } "NPC_DragZombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_left_foot1.wav" } "NPC_DragZombie.FastBreath" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_breathe_loop2.wav" } "NPC_DragZombie.Moan1" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie_poison/pz_breathe_loop1.wav" } "NPC_DragZombie.MeleeAttack" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/antlion_grub/squashed.wav" } "NPC_FastZombie.LeapAttack" { "channel" "CHAN_WEAPON" "volume" "0.400" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/leap1.wav" "wave" "npc/banshee/leap2.wav" "wave" "npc/banshee/leap3_long.wav" } } "NPC_FastZombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/banshee/foot4.wav" } } "NPC_FastZombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/banshee/foot1.wav" "wave" "npc/banshee/foot2.wav" "wave" "npc/banshee/foot3.wav" } } "NPC_FastZombie.AttackHit" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/claw_strike1.wav" "wave" "npc/banshee/claw_strike2.wav" "wave" "npc/banshee/claw_strike3.wav" } } "NPC_FastZombie.AttackMiss" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/claw_miss1.wav" "wave" "npc/banshee/claw_miss2.wav" } } "NPC_FastZombie.Attack" { "channel" "CHAN_WEAPON" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/test.wav" } "NPC_FastZombie.Pain" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/test.wav" } "NPC_FastZombie.Die" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/wake1.wav" } "NPC_FastZombie.Idle" { "channel" "CHAN_WEAPON" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/idle1.wav" "wave" "npc/banshee/idle2.wav" "wave" "npc/banshee/idle3.wav" } } "NPC_FastZombie.AlertFar" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/fz_alert_far1.wav" } "NPC_FastZombie.AlertNear" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/fz_alert_close1.wav" } "NPC_FastZombie.GallopLeft" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/foot1.wav" "wave" "npc/banshee/foot2.wav" } } "NPC_FastZombie.GallopRight" { "channel" "CHAN_BODY" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/foot3.wav" "wave" "npc/banshee/foot4.wav" } } "NPC_FastZombie.Scream" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/fz_scream1.wav" "wave" "npc/banshee/fz_scream2.wav" "wave" "npc/banshee/fz_scream3.wav" } } "NPC_FastZombie.RangeAttack" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/leap_begin.wav" } "NPC_FastZombie.Frenzy" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/banshee/fz_frenzy1.wav" "wave" "npc/banshee/fz_frenzy2.wav" "wave" "npc/banshee/fz_frenzy3.wav" "wave" "npc/banshee/fz_frenzy4.wav" "wave" "npc/banshee/fz_frenzy5.wav" "wave" "npc/banshee/fz_frenzy6.wav" "wave" "npc/banshee/fz_frenzy7.wav" } } "NPC_FastZombie.Moan1" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/breathe_loop1.wav" } "NPC_FastZombie.Gurgle" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/banshee/gurgle_loop1.wav" } "NPC_FastZombie.NoSound" { "channel" "CHAN_ITEM" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "common/null.wav" }"NPC_PoisonZombie.Die" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_die1.wav" "wave" "npc/zombie_poison/pz_die2.wav" } } "NPC_PoisonZombie.ThrowWarn" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_warn1.wav" "wave" "npc/zombie_poison/pz_warn2.wav" } } "NPC_PoisonZombie.Throw" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_throw2.wav" "wave" "npc/zombie_poison/pz_throw3.wav" } } "NPC_PoisonZombie.Idle" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_IDLE" "rndwave" { "wave" "npc/zombie_poison/pz_idle2.wav" "wave" "npc/zombie_poison/pz_idle3.wav" "wave" "npc/zombie_poison/pz_idle4.wav" } } "NPC_PoisonZombie.Pain" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_pain1.wav" "wave" "npc/zombie_poison/pz_pain2.wav" "wave" "npc/zombie_poison/pz_pain3.wav" } } "NPC_PoisonZombie.Alert" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_alert1.wav" "wave" "npc/zombie_poison/pz_alert2.wav" } } "NPC_PoisonZombie.Attack" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/zombie_poison/pz_warn1.wav" "wave" "npc/zombie_poison/pz_warn2.wav" } } "NPC_PoisonZombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_right_foot1.wav" } "NPC_PoisonZombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "0.600" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_left_foot1.wav" } "NPC_PoisonZombie.FastBreath" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/zombie_poison/pz_breathe_loop2.wav" } "NPC_PoisonZombie.Moan1" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_NORM" "wave" "npc/zombie_poison/pz_breathe_loop1.wav" } "NPC_BaseZombie.PoundDoor" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/shamblie/zombie_pound_door.wav" } "NPC_BaseZombie.Swat" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/shamblie/zombie_hit.wav" } "Zombie.FootstepRight" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/shamblie/foot1.wav" "wave" "npc/shamblie/foot2.wav" "wave" "npc/shamblie/foot3.wav" } } "Zombie.FootstepLeft" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/shamblie/foot1.wav" "wave" "npc/shamblie/foot2.wav" "wave" "npc/shamblie/foot3.wav" } } "Zombie.ScuffRight" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/shamblie/foot_slide1.wav" "wave" "npc/shamblie/foot_slide2.wav" "wave" "npc/shamblie/foot_slide3.wav" } } "Zombie.ScuffLeft" { "channel" "CHAN_BODY" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/shamblie/foot_slide1.wav" "wave" "npc/shamblie/foot_slide2.wav" "wave" "npc/shamblie/foot_slide3.wav" } } "Zombie.AttackHit" { "channel" "CHAN_WEAPON" "volume" "0.95" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/shamblie/claw_strike1.wav" "wave" "npc/shamblie/claw_strike2.wav" "wave" "npc/shamblie/claw_strike3.wav" } } "Zombie.AttackMiss" { "channel" "CHAN_WEAPON" "volume" "0.95" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/shamblie/claw_miss1.wav" "wave" "npc/shamblie/claw_miss2.wav" } } "Zombie.Pain" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "95, 104" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/shamblie/Hit_0.wav" "wave" "npc/shamblie/Hit_1.wav" "wave" "npc/shamblie/Hit_2.wav" "wave" "npc/shamblie/Hit_3.wav" "wave" "npc/shamblie/Hit_4.wav" "wave" "npc/shamblie/Hit_5.wav" "wave" "npc/shamblie/Hit_6.wav" "wave" "npc/shamblie/Hit_7.wav" } } "Zombie.Alert" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "95, 104" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/shamblie/zombie_alert1.wav" "wave" "npc/shamblie/zombie_alert2.wav" "wave" "npc/shamblie/zombie_alert3.wav" } } "Zombie.Idle" { "channel" "CHAN_VOICE" "volume" "0.75" "pitch" "92, 105" "soundlevel" "SNDLVL_65db" "rndwave" { "wave" "npc/shamblie/growl_0.wav" "wave" "npc/shamblie/growl_1.wav" "wave" "npc/shamblie/growl_2.wav" "wave" "npc/shamblie/growl_3.wav" "wave" "npc/shamblie/growl_4.wav" "wave" "npc/shamblie/growl_5.wav" "wave" "npc/shamblie/growl_6.wav" "wave" "npc/shamblie/growl_7.wav" "wave" "npc/shamblie/growl_8.wav" } } "Zombie.Die" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/shamblie/zombie_die1.wav" "wave" "npc/shamblie/zombie_die2.wav" "wave" "npc/shamblie/zombie_die3.wav" } } "Zombie.Attack" { "channel" "CHAN_VOICE" "volume" "0.600" "pitch" "95, 105" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/shamblie/zo_attack1.wav" "wave" "npc/shamblie/zo_attack2.wav" } } "NPC_BaseZombie.Moan1" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/shamblie/moan_loop1.wav" } "NPC_BaseZombie.Moan2" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/shamblie/moan_loop2.wav" } "NPC_BaseZombie.Moan3" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/shamblie/moan_loop3.wav" } "NPC_BaseZombie.Moan4" { "channel" "CHAN_VOICE" "volume" "0.95" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "npc/shamblie/moan_loop4.wav" }"docks.util_windgusts" { "playrandom" { "volume" "0.2,0.4" "pitch" "100" "time" "10.0, 30.0" "pitch" "90,130" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "docks.util_drips" { "playrandom" { "volume" "0.2,0.5" "pitch" "100" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/drip1.wav" "wave" "ambient/levels/canals/drip2.wav" "wave" "ambient/levels/canals/drip3.wav" "wave" "ambient/levels/canals/drip4.wav" "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/water/rain_drip4.wav" } } } "docks.util_fardrips" { "playrandom" { "volume" "0.2,0.5" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/water/distant_drip1.wav" "wave" "ambient/water/distant_drip2.wav" "wave" "ambient/water/distant_drip3.wav" "wave" "ambient/water/distant_drip4.wav" } } } "docks_warehouse" { // The ambient sounds of the warehouse "playlooping" { "volume" "0.25" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" "ambient/atmosphere/ambience_base.wav" } "playsoundscape" { "name" "docks.util_windgusts" "volume" "0.5" } "playrandom" { "time" "9,16" "volume" "0.1,0.3" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_90db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" } } } "docks_sewer" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playlooping" { "volume" "0.05" "pitch" "100" "wave" "ambient/levels/canals/waterleak_loop1.wav" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "docks.util_fardrips" "position" "0" "volume" "0.4" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "docks.util_drips" "position" "1" "volume" "0.2" } } "docks_outdoors" { "playlooping" { "volume" "0.25" "pitch" "100" "soundlevel" "SNDLVL_90dB" "wave" "ambient/atmosphere/ambience_base.wav" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playrandom" { "time" "9,16" "volume" "0.1,0.3" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" //A bit of thunder... "rndwave" { "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" } } } "docks_indoors" { "playlooping" { "volume" "0.25" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" "ambient/atmosphere/ambience_base.wav" } "playsoundscape" { "name" "docks.util_windgusts" "volume" "0.5" } } // ******************************************************************************* // ***************** GraveMistake ***************** "grave.general" { "dsp" "1" "dsp_volume" "1.0" "playlooping" { "volume" "0.55" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" "attenuation" "0" } "playrandom" { "time" "7, 16" "volume" "0.4,0.7" "pitch" "95,110" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_moan1.wav" "wave" "ambient/wind/wind_moan2.wav" "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_moan4.wav" "wave" "ambient/atmosphere/hole_hit1.wav" "wave" "ambient/atmosphere/hole_hit5.wav" "wave" "ambient/creatures/town_zombie_call1.wav" "wave" "ambient/creatures/town_moan1.wav" } } } // in concrete buildings "grave.crypt" { "dsp" "9" "dsp_volume" "1.0" } "labs_mp" { "playlooping" { "volume" ".12" "pitch" "100" "wave" "ambient/machines/lab_loop1.wav" } "playlooping" { "volume" ".4" "pitch" "100" "wave" "ambient/machines/combine_shield_loop3.wav" "position" "0" // tele snd } "playlooping" { "volume" ".3" "pitch" "100" "wave" "ambient/atmosphere/noise2.wav" "position" "0" // tele snd } "playrandom" { "time" "8, 15" "volume" "0.3,0.5" "pitch" "100" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/headcrab/alert1.wav" "wave" "npc/headcrab/idle1.wav" "wave" "npc/headcrab/idle2.wav" "wave" "npc/headcrab/idle3.wav" } "position" "1" // lamarr } } "under_boiler" { "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playlooping" { "volume" "0.07" "pitch" "100" "wave" "ambient/atmosphere/underground.wav" } "playlooping" { "volume" "0.06" "pitch" "100" "wave" "ambient/machines/thumper_amb.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "1" // Steam pipe } } "under_tunnels" { "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "0" // Steam pipe } } "under_basement1" { "playlooping" { "volume" "0.07" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/wind/wasteland_wind.wav" } "playlooping" { "volume" "0.1" "pitch" "90" "wave" "ambient/atmosphere/quiet_cellblock_amb.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "0" // Steam pipe } } "combine_tunnel" { "dsp" "1" "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/levels/citadel/citadel_drone_loop6.wav" } "playrandom" { "time" "8, 30" "volume" "0.05,0.1" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/citadel/strange_talk1.wav" "wave" "ambient/levels/citadel/strange_talk3.wav" "wave" "ambient/levels/citadel/strange_talk4.wav" "wave" "ambient/levels/citadel/strange_talk5.wav" "wave" "ambient/levels/citadel/strange_talk6.wav" "wave" "ambient/levels/citadel/strange_talk7.wav" "wave" "ambient/levels/citadel/strange_talk8.wav" "wave" "ambient/levels/citadel/strange_talk9.wav" "wave" "ambient/levels/citadel/strange_talk10.wav" "wave" "ambient/levels/citadel/strange_talk11.wav" } } "playrandom" { "time" "20, 35" "volume" "0.08,0.15" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "0" "rndwave" { "wave" "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav" "wave" "npc/combine_soldier/vo/teamdeployedandscanning.wav" "wave" "npc/combine_soldier/vo/unitismovingin.wav" "wave" "npc/combine_soldier/vo/sweepingin.wav" "wave" "npc/combine_soldier/vo/targetcompromisedmovein.wav" "wave" "npc/combine_soldier/vo/stabilizationteamhassector.wav" "wave" "npc/combine_soldier/vo/overwatchrequestreinforcement.wav" "wave" "npc/combine_soldier/vo/overwatchtarget1sterilized.wav" } } "playrandom" { "time" "45, 120" "volume" "0.01,0.1" "pitch" "90,115" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "*ambient/levels/citadel/citadel_ambient_voices1.wav" } } "playlooping" { "volume" "0.08" "pitch" "100" "wave" "ambient/atmosphere/underground.wav" } "playlooping" { "volume" "0.25" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } } soundscaples_manifest { "file" "scripts/soundscapes.txt" // List additional soundscape files here "file" "scripts/soundscapes_canals.txt" "file" "scripts/soundscapes_klab.txt" "file" "scripts/soundscapes_elab.txt" "file" "scripts/soundscapes_streetwar.txt" "file" "scripts/soundscapes_citadel.txt" "file" "scripts/soundscapes_town.txt" "file" "scripts/soundscapes_coast.txt" "file" "scripts/soundscapes_prison.txt" "file" "scripts/soundscapes_trainyard.txt" "file" "scripts/soundscapes_labs.txt" "file" "scripts/soundscapes_strike.txt" "file" "scripts/soundscapes_gravemistake.txt" "file" "scripts/soundscapes_docks.txt" } // bank, siren (gamesounds - apc_alarm_loop1.wav) // courtyard, drawbridge motor start, stop (gamesounds) // courtyard, drawbridge stop clank // specific fire, rubble, siren sounds //////////////////////////////// Utility soundscapes //////////////////////// "overwatch_mp" { "playrandom" { "time" "45,90" "volume" "0.1,0.5" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_trainstation_inform_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_localunrest_spkr.wav" } } } "streetwar.util_combine_atmosphere" { "playrandom" { "time" "2.0,2.0" "volume" "0.15,0.25" "pitch" "80,125" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/atmosphere/cave_hit1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit3.wav" "wave" "ambient/atmosphere/cave_hit4.wav" "wave" "ambient/atmosphere/cave_hit5.wav" "wave" "ambient/atmosphere/cave_hit6.wav" "wave" "ambient/atmosphere/city_skybeam1.wav" "wave" "ambient/atmosphere/city_skypass1.wav" "wave" "ambient/atmosphere/city_truckpass1.wav" } } } "streetwar.util_rubble" { "playrandom" { "time" "3,15" "volume" "0.2,0.5" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/streetwar/building_rubble1.wav" "wave" "ambient/levels/streetwar/building_rubble2.wav" "wave" "ambient/levels/streetwar/building_rubble3.wav" "wave" "ambient/levels/streetwar/building_rubble4.wav" "wave" "ambient/levels/streetwar/building_rubble5.wav" "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/creak5.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/rustypipes3.wav" } } } "streetwar.util_sirens" { "playrandom" { "time" "5,15" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } } "streetwar.util_light_sirens" { "playrandom" { "time" "15,60" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } } "streetwar.util_zombie_infested" { "playrandom" { "time" "3,15" "volume" "0.4,0.7" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/creatures/flies1.wav" "wave" "ambient/creatures/flies2.wav" "wave" "ambient/creatures/flies3.wav" "wave" "ambient/creatures/flies4.wav" "wave" "ambient/creatures/flies5.wav" } } "playrandom" { "time" "20,40" "volume" "0.2,0.4" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/creatures/rats1.wav" "wave" "ambient/creatures/rats2.wav" "wave" "ambient/creatures/rats3.wav" "wave" "ambient/creatures/rats4.wav" } } "playrandom" { "time" "15, 60" "volume" "0.1,0.3" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/creatures/town_moan1.wav" //"wave" "ambient/creatures/town_zombie_call1.wav" "wave" "ambient/creatures/town_scared_breathing1.wav" } } } "streetwar.util_light_combat_atmosphere" { "playrandom" { "time" "10,40" "volume" "0.15,0.45" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playrandom" { "time" "60,300" "volume" "0.15,0.2" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_chant1.wav" "wave" "ambient/levels/streetwar/city_riot1.wav" "wave" "ambient/levels/streetwar/city_riot2.wav" "wave" "ambient/levels/streetwar/city_scream3.wav" } } "playsoundscape" { "name" "streetwar.util_light_sirens" "volume" "0.8" } } "streetwar.util_heavy_combat_atmosphere" { "playrandom" { "time" "3,15" "volume" "0.35,0.75" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playrandom" { "time" "60,300" "volume" "0.1,0.25" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_chant1.wav" "wave" "ambient/levels/streetwar/city_riot1.wav" "wave" "ambient/levels/streetwar/city_riot2.wav" "wave" "ambient/levels/streetwar/city_scream3.wav" } } "playsoundscape" { "name" "streetwar.util_sirens" "volume" "0.8" } } // distant explosions, heard from underground "streetwar.util_muffled_light_combat" { "playrandom" { "time" "3,30" "volume" "0.12,0.25" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" } } } "streetwar.util_light_combat" { "playrandom" { "time" "2,35" "volume" "0.2,0.35" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" } } "playrandom" { "time" "5,30" "volume" "0.2,0.45" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" "wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "streetwar.util_medium_combat" { "playrandom" { "time" "1,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } "playrandom" { "time" "3,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "streetwar.util_heavy_combat" { "playrandom" { "time" "1,4" "volume" "0.45,0.95" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/streetwar/city_battle11.wav" } } "playrandom" { "time" "1,4" "volume" "0.3,0.8" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } } "streetwar.util_drips" { "playrandom" { "volume" "0.1,0.3" "pitch" "100" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/drip1.wav" "wave" "ambient/levels/canals/drip2.wav" "wave" "ambient/levels/canals/drip3.wav" "wave" "ambient/levels/canals/drip4.wav" "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/water/rain_drip4.wav" } } } "streetwar.util_fardrips" { "playrandom" { "volume" "0.1,0.3" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/water/distant_drip1.wav" "wave" "ambient/water/distant_drip2.wav" "wave" "ambient/water/distant_drip3.wav" "wave" "ambient/water/distant_drip4.wav" } } } ///////////////////////// Streetwar soundscapes start here /////////////////////////////////////// "streetwar.zombie_water_room" { "dsp" "1" "playlooping" { "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "volume" "0.2" } "playsoundscape" { "name" "streetwar.util_drips" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_fardrips" "volume" "1.0" } "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/corridor2.wav" } "playsoundscape" { "name" "streetwar.util_zombie_infested" "volume" "1.0" } } // large underground tunnels "streetwar.car_tunnel" { "dsp" "1" "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playrandom" { "time" "10,30" "volume" "0.05,0.15" "pitch" "95,105" "rndwave" { "wave" "ambient/machines/truck_pass_distant1.wav" "wave" "ambient/machines/truck_pass_distant2.wav" "wave" "ambient/machines/truck_pass_distant3.wav" "wave" "ambient/machines/truck_pass_overhead1.wav" } } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } // underground, away from combat, small tunnel "streetwar.general_small_tunnel" { "playlooping" { "volume" "0.15" "pitch" "100" //"wave" "ambient/atmosphere/air_suck4.wav" //"wave" "ambient/atmosphere/ambience5.wav" "wave" "ambient/atmosphere/pipe1.wav" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } // this portion of tunnel is open to sky "streetwar.car_tunnel_opensky" { "playsoundscape" { "name" "streetwar.car_tunnel" "volume" "1.0" } "playlooping" { "volume" "0.23" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "1.0" } } "streetwar.toxic_car_tunnel" { "playsoundscape" { "name" "streetwar.car_tunnel" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "volume" "1.0" } "playsoundscape" { "name" "coast.util_metalstress" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } "streetwar.infested_appartments" { "playsoundscape" { "name" "streetwar.util_zombie_infested" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playlooping" { "volume" "0.08" "wave" "ambient/atmosphere/city_tone.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.3" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "0.5" } } "streetwar.general_indoor_light_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.2" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat" "volume" "0.5" } } "streetwar.general_indoor_medium_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_rubble" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.2" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "0.5" } "playsoundscape" { "name" "overwatch_mp" "volume" "1.0" } } "streetwar.general_indoor_heavy_combat" { "dsp" "1" // inside "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playlooping" { "volume" "0.05" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_heavy_combat_atmosphere" "volume" "0.25" } "playsoundscape" { "name" "streetwar.util_heavy_combat" "volume" "0.4" } } "streetwar.general_outdoor_light_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.8" } "playlooping" { "volume" "0.07" "wave" "ambient/atmosphere/city_tone.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat" "volume" "1.0" } } "streetwar.general_outdoor_medium_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.8" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } "playsoundscape" { "name" "overwatch_mp" "volume" "1.0" } } "streetwar.general_outdoor_heavy_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_heavy_combat_atmosphere" "volume" "0.85" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_heavy_combat" "volume" "1.0" } } "streetwar.destroyed_concrete_building" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_outdoor_medium_combat" "volume" "1.0" } "playlooping" { "volume" "0.09" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playrandom" { "volume" "0.13,0.23" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "streetwar.rooftop_heavy_combat" { "dsp" "1" "playrandom" { "volume" "0.4,0.6" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playlooping" { "volume" "0.15" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.general_outdoor_heavy_combat" "volume" "0.88" } } // small control room - position 0,1 is combine terminal "streetwar.control_room" { "dsp" "1" "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.3" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "1" } } // control room "streetwar.bank_control_room" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.3" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.5" } } // puzzle machine room - anywhere with large combine machines "streetwar.bank_machine_room" { "dsp" "1" "playlooping" { "volume" "0.5" "wave" "ambient/atmosphere/drone4lp.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.8" } "playsoundscape" { "name" "combine.computer" "volume" "0.2" } "playrandom" { "time" "4, 4" "volume" "0.3" "rndwave" { "wave" "ambient/atmosphere/metallic1.wav" "wave" "ambient/atmosphere/metallic2.wav" } "pitch" "100" } } // general area inside bank "streetwar.bank_general" { "dsp" "1" "playlooping" { "volume" "0.09" "wave" "ambient/atmosphere/Drone1LP.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.75" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.62" } } // ******************************************************************************* // ***************** E3_C17_01 ***************** "e3_c17_01_battle" { "dsp" "1" // sound position 0 - fire01 "playlooping" { "volume" "1.0" "wave" "ambient/fire/fire_med_loop1.wav" "pitch" "100" "soundlevel" "SNDLVL_90db" "position" "0" } // sound position 1 - barricade_gate "playlooping" { "volume" "0.8" "wave" "ambient/atmosphere/noise2.wav" "pitch" "100" "soundlevel" "SNDLVL_95db" "position" "1" } // siren at position 2 "playlooping" { "volume" "0.85" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "2" } // sound position 3 - soundscape_target_gunfire "playrandom" { "time" "1,4" "volume" "0.4,0.8" "pitch" "95,105" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/streetwar/city_battle11.wav" } } } // ************ d3_c17_02 (Dog's Destruction) ********************* // **************************************************************** "c17_02_street_lower_1" { "dsp" "19" // city siren "playlooping" { "volume" "0.03" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } // wind "playrandom" { "time" "2, 7" "volume" "0.03, 0.1" "pitch" "95,105" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_med2.wav" } } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } // thundering wall noise "playlooping" { "volume" "0.5" "pitch" "100" "position" "0" "wave" "ambient/machines/wall_ambient1.wav" } } "c17_02_street_upper_1" { "dsp" "1" // city siren "playlooping" { "volume" "0.05" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } } "c17_02_street_upper_2" { "dsp" "1" // city siren "playlooping" { "volume" "0.1" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } // thundering wall noise "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_100db" "position" "0" "wave" "ambient/machines/wall_ambient1.wav" } } "c17_02_inside_apartments_1" { "dsp" "1" // inside "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/Drone2LP.wav" "pitch" "100" } "playrandom" { "time" "1.0, 5.0" "volume" "0.04,0.2" "pitch" "80,120" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/materials/rock2.wav" "wave" "ambient/materials/rock5.wav" "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/creak5.wav" "wave" "ambient/atmosphere/cave_hit1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit3.wav" } } // thundering wall noise "playlooping" { "volume" "0.2" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "0" "wave" "ambient/machines/wall_ambient_loop1.wav" } "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" "wave" "ambient/machines/wall_loop1.wav" } } "streetwar.underground_manhack_tunnel" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "110" "soundlevel" "0" } "playsoundscape" { "name" "streetwar.util_drips" "volume" "1.0" } // steam sound at position 0 "playlooping" { "volume" "0.3" "wave" "ambient/gas/steam_loop1.wav" "pitch" "120" "soundlevel" "SNDLVL_80db" "position" "0" } } "streetwar.vertical_warehouse_arena" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" "soundlevel" "0" } "playrandom" { "volume" "0.1,0.2" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } }"strike_ware" { "dsp" "1" // The ambient sounds of the warehouse "playlooping" { "volume" "0.1" "pitch" "100" "soundlevel" "SNDLVL_90dB" "wave" "ambient/atmosphere/ambience_base.wav" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/indoor2.wav" "pitch" "100" } } "strike_outside" { "playlooping" { "volume" "0.25" "wave" "ambient/wind/wind1.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "0.7" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.25" } }// 357 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_357Handgun" "viewmodel" "models/weapons/v_357.mdl" "playermodel" "models/weapons/w_357.mdl" "anim_prefix" "python" "bucket" "1" "bucket_position" "1" "clip_size" "6" "default_clip" "6" "primary_ammo" "357" "secondary_ammo" "None" "weight" "7" "item_flags" "0" "damage" "75" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_357.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "e" } "weapon_s" { "font" "WeaponIconsSelected" "character" "e" } "ammo" { "font" "WeaponIcons" "character" "q" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Annabelle - Grigori's shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Annabelle" "viewmodel" "models/weapons/v_shotgun.mdl" "playermodel" "models/weapons/w_annabelle.mdl" "anim_prefix" "shotgun" "bucket" "2" "bucket_position" "1" "clip_size" "2" "primary_ammo" "357" "secondary_ammo" "None" "weight" "2" "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" "Weapon_Shotgun.Empty" "reload" "Weapon_Shotgun.Reload" "special1" "Weapon_Shotgun.Special1" "single_shot" "Weapon_Shotgun.Single" "double_shot" "Weapon_Shotgun.Double" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Shotgun.NPC_Reload" "single_shot_npc" "Weapon_Shotgun.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons2" "x" "0" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons2b" "x" "0" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "90" "width" "73" "height" "20" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Assault Rifle 2 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pulse_Rifle" "viewmodel" "models/weapons/v_irifle.mdl" "playermodel" "models/weapons/w_irifle.mdl" "anim_prefix" "ar2" "bucket" "2" "bucket_position" "1" "clip_size" "30" "default_clip" "60" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "AR2" "secondary_ammo" "AR2AltFire" "weight" "5" "item_flags" "0" "damage" "11" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "Weapon_CombineGuard.Special1" "empty" "Weapon_IRifle.Empty" "double_shot" "Weapon_IRifle.Single" "reload" "Weapon_AR2.Reload" "single_shot" "Weapon_AR2.Single" // NPC SECTION "single_shot_npc" "Weapon_AR2.NPC_Single" "reload_npc" "Weapon_AR2.NPC_Reload" "double_shot_npc" "Weapon_AR2.NPC_Double" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "l" } "weapon_s" { "font" "WeaponIconsSelected" "character" "l" } "ammo" { "font" "WeaponIcons" "character" "u" } "ammo2" { "font" "WeaponIcons" "character" "z" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Bug bait WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Bugbait" "viewmodel" "models/weapons/v_bugbait.mdl" "playermodel" "models/weapons/w_bugbait.mdl" "anim_prefix" "Grenade" "bucket" "5" "bucket_position" "0" "clip_size" "0" "clip2_size" "0" "primary_ammo" "None" "secondary_ammo" "None" "default_clip" "0" "default_clip2" "0" "autoswitchto" "0" "autoswitchfrom" "0" "weight" "0" "item_flags" "0" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "j" } "weapon_s" { "font" "WeaponIconsSelected" "character" "j" } "ammo" { "font" "WeaponIcons" "character" "j" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Citizen package. Not really a weapon, just needs to be a visible model for citizens to open. WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/w_package.mdl" "playermodel" "models/weapons/w_package.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Citizen package. Not really a weapon, just needs to be a visible model for citizens to open. WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/w_suitcase_passenger.mdl" "playermodel" "models/weapons/w_suitcase_passenger.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Crossbow WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Crossbow" "viewmodel" "models/weapons/v_crossbow.mdl" "playermodel" "models/weapons/w_crossbow.mdl" "anim_prefix" "bow" "bucket" "3" "bucket_position" "1" "clip_size" "1" "default_clip" "5" "primary_ammo" "XBowBolt" "secondary_ammo" "None" "weight" "6" "item_flags" "0" "damage" "100" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Crossbow.Single" "reload" "Weapon_Crossbow.Reload" "special1" "Weapon_Crossbow.BoltElectrify" "special2" "Weapon_Crossbow.BoltFly" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "g" } "weapon_s" { "font" "WeaponIconsSelected" "character" "g" } "ammo" { "font" "WeaponIcons" "character" "w" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "96" "width" "24" "height" "24" } "zoom" { "font" "Crosshairs" "character" "Q" } "zoom_autoaim" { "file" "sprites/crosshairs" "x" "24" "y" "112" "width" "104" "height" "16" } } }// Crowbar WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Crowbar" "viewmodel" "models/weapons/v_crowbar.mdl" "playermodel" "models/weapons/w_crowbar.mdl" "anim_prefix" "crowbar" "bucket" "0" "bucket_position" "5" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Crowbar.Single" "melee_hit" "Weapon_Crowbar.Melee_Hit" "melee_hit_world" "Weapon_Crowbar.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Cubemap visualization tool WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Cubemap" "viewmodel" "models/shadertest/envballs.mdl" "playermodel" "models/shadertest/envballs.mdl" "anim_prefix" "envballs" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Grenade" "viewmodel" "models/weapons/v_grenade.mdl" "playermodel" "models/weapons/w_grenade.mdl" "anim_prefix" "Grenade" "bucket" "4" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "1" "default_clip2" "-1" "primary_ammo" "grenade" "secondary_ammo" "None" "weight" "1" "item_flags" "18" // ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_EXHAUSTIBLE "damage" "150" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "WeaponFrag.Roll" "double_shot" "common/null.wav" "single_shot" "common/null.wav" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "k" } "weapon_s" { "font" "WeaponIconsSelected" "character" "k" } "ammo" { "font" "WeaponIcons" "character" "v" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Physics Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_GravityGun" "viewmodel" "models/weapons/v_physcannon.mdl" "playermodel" "models/weapons/w_Physics.mdl" "anim_prefix" "gauss" "bucket" "0" "bucket_position" "2" "clip_size" "0" "clip2_size" "0" "primary_ammo" "None" "secondary_ammo" "None" "default_clip" "0" "default_clip2" "0" "weight" "0" "autoswitchto" "0" "autoswitchfrom" "0" "item_flags" "2" SoundData { // launch held object "single_shot" "Weapon_PhysCannon.Launch" // Ignore? "reload" "Weapon_PhysCannon.Charge" // dry fire - no target "empty" "Weapon_PhysCannon.DryFire" // pick up object "special1" "Weapon_PhysCannon.Pickup" // open claws, target object "special2" "Weapon_PhysCannon.OpenClaws" // close claws, target out of range/invalid "melee_hit" "Weapon_PhysCannon.CloseClaws" // drop object "melee_miss" "Weapon_PhysCannon.Drop" // too heavy "special3" "Weapon_PhysCannon.TooHeavy" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "m" } "weapon_s" { "font" "WeaponIconsSelected" "character" "m" } "ammo" { "file" "sprites/a_icons1" "x" "0" "y" "0" "width" "32" "height" "32" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pistol" "viewmodel" "models/weapons/v_pistol.mdl" "playermodel" "models/weapons/w_pistol.mdl" "anim_prefix" "pistol" "bucket" "1" "bucket_position" "0" "clip_size" "18" "primary_ammo" "Pistol" "secondary_ammo" "None" "weight" "2" "item_flags" "0" "damage" "8" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "d" } "weapon_s" { "font" "WeaponIconsSelected" "character" "d" } "ammo" { "font" "WeaponIcons" "character" "p" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Missile Launcher WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_RPG" "viewmodel" "models/weapons/v_rpg.mdl" "playermodel" "models/weapons/w_rocket_launcher.mdl" "anim_prefix" "missile launcher" "bucket" "4" "bucket_position" "1" "autoswitchfrom" "1" "clip_size" "-1" "clip2_size" "-1" "default_clip" "3" "default_clip2" "-1" "primary_ammo" "rpg_round" "secondary_ammo" "None" "weight" "0" "item_flags" "0" "damage" "150" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_RPG.Single" "single_shot_npc" "Weapon_RPG.NPC_Single" //Laser on "special1" "Weapon_RPG.LaserOn" //Laser off "special2" "Weapon_RPG.LaserOff" "empty" "Weapon_SMG1.Empty" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "i" } "weapon_s" { "font" "WeaponIconsSelected" "character" "i" } "ammo" { "font" "WeaponIcons" "character" "x" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Shotgun" "viewmodel" "models/weapons/v_shotgun.mdl" "playermodel" "models/weapons/w_shotgun.mdl" "anim_prefix" "shotgun" "bucket" "3" "bucket_position" "0" "clip_size" "6" "primary_ammo" "Buckshot" "secondary_ammo" "None" "weight" "4" "item_flags" "0" "damage" "9" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Shotgun.Empty" "reload" "Weapon_Shotgun.Reload" "special1" "Weapon_Shotgun.Special1" "single_shot" "Weapon_Shotgun.Single" "double_shot" "Weapon_Shotgun.Double" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Shotgun.NPC_Reload" "single_shot_npc" "Weapon_Shotgun.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "b" } "weapon_s" { "font" "WeaponIconsSelected" "character" "b" } "ammo" { "font" "WeaponIcons" "character" "s" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Slam WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SLAM" "viewmodel" "models/weapons/v_slam.mdl" "playermodel" "models/weapons/w_slam.mdl" "anim_prefix" "slam" "bucket" "4" "bucket_position" "2" "clip_size" "3" "primary_ammo" "None" "secondary_ammo" "slam" "default_clip2" "3" "weight" "1" "item_flags" "2" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "o" } "weapon_s" { "font" "WeaponIconsSelected" "character" "o" } "ammo" { "font" "WeaponIcons" "character" "o" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Small Machine Gun 1 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/v_smg1.mdl" "playermodel" "models/weapons/w_smg1.mdl" //FIXME: "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "clip_size" "45" "clip2_size" "-1" "default_clip" "45" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "SMG1_Grenade" "weight" "3" "item_flags" "0" "damage" "5" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG1.Reload" "reload_npc" "Weapon_SMG1.NPC_Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_SMG1.Single" "single_shot_npc" "Weapon_SMG1.NPC_Single" "special1" "Weapon_SMG1.Special1" "special2" "Weapon_SMG1.Special2" "double_shot" "Weapon_SMG1.Double" "burst" "Weapon_SMG1.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// stunstick WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_StunBaton" "viewmodel" "models/weapons/v_stunstick.mdl" "playermodel" "models/weapons/w_stunbaton.mdl" "anim_prefix" "stunbaton" "bucket" "0" "bucket_position" "1" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_StunStick.Swing" "melee_miss" "Weapon_StunStick.Melee_Miss" "melee_hit" "Weapon_StunStick.Melee_Hit" "melee_hit_world" "Weapon_StunStick.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "n" } "weapon_s" { "font" "WeaponIconsSelected" "character" "n" } "ammo" { "font" "WeaponIcons" "character" "n" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Physics Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Carry" "viewmodel" "models/weapons/invisible_vm.mdl" "playermodel" "models/weapons/w_crowbar.mdl" "anim_prefix" "gauss" "bucket" "0" "bucket_position" "0" "clip_size" "0" "clip2_size" "0" "primary_ammo" "None" "secondary_ammo" "None" "default_clip" "0" "default_clip2" "0" "weight" "0" "autoswitchto" "0" "autoswitchfrom" "0" "item_flags" "2" SoundData { // launch held object "single_shot" "Weapon_PhysCannon.Launch" // Ignore? "reload" "Weapon_PhysCannon.Charge" // dry fire - no target "empty" "Weapon_PhysCannon.DryFire" // pick up object "special1" "Weapon_PhysCannon.Pickup" // open claws, target object "special2" "Weapon_PhysCannon.OpenClaws" // close claws, target out of range/invalid "melee_hit" "Weapon_PhysCannon.CloseClaws" // drop object "melee_miss" "Weapon_PhysCannon.Drop" // too heavy "special3" "Weapon_PhysCannon.TooHeavy" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "m" } "weapon_s" { "font" "WeaponIconsSelected" "character" "m" } "ammo" { "file" "sprites/a_icons1" "x" "0" "y" "0" "width" "32" "height" "32" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// fists WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Fists" // "viewmodel" "models/weapons/sledgehammer_zm.mdl" // "playermodel" "models/weapons/sledgehammer3rd_zm.mdl" //LAWYER: Debugging "viewmodel" "models/weapons/fists_zm.mdl" "playermodel" "models/weapons/flashlight3rd_zm.mdl" "anim_prefix" "fists" "bucket" "0" "bucket_position" "1" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "melee_hit" "Weapon_Fists_ZM.Melee_Hit" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Crowbar WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Flashlight" "viewmodel" "models/weapons/flashlight_zm.mdl" "playermodel" "models/weapons/flashlight3rd_zm.mdl" "anim_prefix" "flashlight" "bucket" "0" "bucket_position" "2" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Flashlight_ZM.Single" "melee_hit" "Weapon_Flashlight_ZM.Melee_Hit" "melee_hit_world" "Weapon_Flashlight_ZM.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Crowbar WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Improvised/C-bar" "viewmodel" "models/weapons/improvised_zm.mdl" // "viewmodel" "models/weapons/v_crowbar.mdl" "playermodel" "models/weapons/w_crowbar.mdl" // "playermodel" "models/weapons/sledgehammer3rd_zm.mdl" "anim_prefix" "crowbar" "bucket" "0" "bucket_position" "2" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Crowbar.Single" "melee_hit" "Weapon_Crowbar.Melee_Hit" "melee_hit_world" "Weapon_Crowbar.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Molotovs" "viewmodel" "models/weapons/molotov_zm.mdl" "playermodel" "models/weapons/molotov3rd_zm.mdl" "anim_prefix" "Grenade" "bucket" "4" "bucket_position" "4" "clip_size" "-1" "clip2_size" "-1" "default_clip" "1" "default_clip2" "-1" "primary_ammo" "Molotov" "secondary_ammo" "None" "weight" "1" "item_flags" "18" // ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_EXHAUSTIBLE "damage" "150" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "WeaponFrag.Roll" "double_shot" "common/null.wav" "single_shot" "common/null.wav" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "k" } "weapon_s" { "font" "WeaponIconsSelected" "character" "k" } "ammo" { "font" "WeaponIcons" "character" "v" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Handgun" "viewmodel" "models/weapons/pistol_zm.mdl" "playermodel" "models/weapons/pistol3rd_zm.mdl" "anim_prefix" "pistol" "bucket" "1" "bucket_position" "0" "clip_size" "20" "primary_ammo" "Pistol" "secondary_ammo" "None" "weight" "2" "item_flags" "0" "damage" "16" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_pistol_zm.Reload" "reload_npc" "Weapon_pistol_zm.NPC_Reload" "empty" "Weapon_pistol_zm.Empty" "single_shot" "Weapon_pistol_zm.Single" "single_shot_npc" "Weapon_pistol_zm.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "d" } "weapon_s" { "font" "WeaponIconsSelected" "character" "d" } "ammo" { "font" "WeaponIcons" "character" "p" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Rifle" "viewmodel" "models/weapons/rifle_zm.mdl" "playermodel" "models/weapons/rifle_zm_3rd.mdl" "anim_prefix" "rifle" "bucket" "3" "bucket_position" "0" "clip_size" "11" "primary_ammo" "357" "secondary_ammo" "None" "weight" "5" "item_flags" "0" "damage" "90" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Rifle_ZM.Empty" "reload" "Weapon_Rifle_ZM.Reload" "special1" "Weapon_Rifle_ZM.Special1" "single_shot" "Weapon_Rifle_ZM.Single" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Rifle_ZM.NPC_Reload" "single_shot_npc" "Weapon_Rifle_ZM.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "b" } "weapon_s" { "font" "WeaponIconsSelected" "character" "b" } "ammo" { "font" "WeaponIcons" "character" "q" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Shotgun" "viewmodel" "models/weapons/shotgun_zm.mdl" "playermodel" "models/weapons/shotgun_zm_3rd.mdl" "anim_prefix" "shotgun" "bucket" "3" "bucket_position" "0" "clip_size" "8" "primary_ammo" "Buckshot" "secondary_ammo" "None" "weight" "4" "item_flags" "0" "damage" "9" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Shotgun_ZM.Empty" "reload" "Weapon_Shotgun_ZM.Reload" "special1" "Weapon_Shotgun_ZM.Special1" "single_shot" "Weapon_Shotgun_ZM.Single" "double_shot" "Weapon_Shotgun_ZM.Double" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Shotgun_ZM.NPC_Reload" "single_shot_npc" "Weapon_Shotgun_ZM.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "b" } "weapon_s" { "font" "WeaponIconsSelected" "character" "b" } "ammo" { "font" "WeaponIcons" "character" "s" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Sledge WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Sledgehammer" "viewmodel" "models/weapons/sledgehammer_zm.mdl" "playermodel" "models/weapons/sledgehammer3rd_zm.mdl" "anim_prefix" "sledge" "bucket" "0" "bucket_position" "2" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Sledge_ZM.Single" "melee_hit" "Weapon_Sledge_ZM.Primary" "special1" "Weapon_Sledge_ZM.Secondary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }Compiled shaders

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