fortressforever-scripts/scripts/game_sounds_ff_weapons.txt

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//----------------
//Stuff I shouldn't be fiddling with...
//----------------
// ATTN_NONE 0.0f
// ATTN_NORM 0.8f
// ATTN_IDLE 2.0f
// ATTN_STATIC 1.25f
// ATTN_RICOCHET 1.5f
// ATTN_GUNFIRE 0.27f
//
// Most Guns: ~0.6
// Silenced: ~1.6
// Sniper Rifle: ~0.3
//==================================
//Sounds that go BOOM! Fortress Forever ;D Whoa! Was that a Gazelle?...
//==================================
//----------------
//Generic
//----------------
"Weapon.Empty"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\weapon_empty.wav"
}
"generic.Empty"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "player\outofammo.wav"
}
"Weapon.StopSound"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "common/null.wav"
}
//----------------
//Projectiles, things that go whizzzzzzzzzz-THUDszzz!
//----------------
"sniper.hit"
{
"channel" "CHAN_BODY"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\sniper_hit3.wav"
}
"sniper.gib"
{
"channel" "CHAN_BODY"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"rndwave"
{
"wave" "weapons\fx\bullets\sniper_gib1.wav"
"wave" "weapons\fx\bullets\sniper_gib2.wav"
}
}
"rocket.fly"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"rndwave"
{
"wave" "weapons\fx\bullets\rpg_away1.wav"
"wave" "weapons\fx\bullets\rpg_away2.wav"
"wave" "weapons\fx\bullets\rpg_away3.wav"
"wave" "weapons\fx\bullets\rpg_away4.wav"
}
}
"nail.fly"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\nail_fly.wav"
}
"dart.fly"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\dart_fly.wav"
}
"Rail.Fly"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "158,162"
"wave" "npc/scanner/combat_scan_loop2.wav"
}
"Rail.hitworld"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\rail_hit.wav"
}
"Rail.hitbody"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\rail_body.wav"
}
"Rail.Bounce1"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "144"
"wave" "weapons/crossbow/bolt_fly4.wav"
}
"Rail.Bounce2"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "160"
"wave" "weapons/crossbow/bolt_fly4.wav"
}
"Nail.hitworld"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"rndwave"
{
"wave" "common/null.wav"
"wave" "common/null.wav"
"wave" "common/null.wav"
"wave" "common/null.wav"
"wave" "common/null.wav"
}
}
"Nail.hitbody"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"rndwave"
{
"wave" "common/null.wav"
"wave" "common/null.wav"
"wave" "common/null.wav"
"wave" "common/null.wav"
"wave" "common/null.wav"
}
}
"Dart.hitworld"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\dart_hit.wav"
}
"Dart.hitbody"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons\fx\bullets\dart_body.wav"
}
//----------------
//Assault Cannon
//----------------
"assaultcannon.overheat"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")weapons/assaultcannon/overheat.wav"
}
"assaultcannon.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"pitch" "95,105"
"wave" "weapons/assaultcannon/assaultcannon_fire.wav"
}
"assaultcannon.rotate"
{
"channel" "CHAN_AUTO"
"volume" "1.0"
"CompatibilityAttenuation" "0.7"
"wave" ")weapons/assaultcannon/assaultcannon_rotate.wav"
}
"assaultcannon.winddown"
{
"channel" "CHAN_WEAPON"
"volume" "0.5"
"CompatibilityAttenuation" "0.7"
"wave" ")weapons/assaultcannon/assaultcannon_winddown.wav"
}
"assaultcannon.windup"
{
"channel" "CHAN_WEAPON"
"volume" "0.5"
"CompatibilityAttenuation" "0.7"
"wave" ")weapons/assaultcannon/assaultcannon_windup.wav"
}
//----------------
//Crowbar, when hope is forgotten the crowbar is there.
//----------------
"crowbar.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/crowbar/crowbar_miss1.wav"
"wave" "weapons/crowbar/crowbar_miss2.wav"
}
}
//----------------
//Flamethrower, whooooosshhhhh
//----------------
"flamethrower.loop_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.7"
"pitch" "95,105"
"wave" "weapons/flamethrower/flamethrower_fire3.wav"
}
"flamethrower.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.7"
"pitch" "95,105"
"wave" "weapons/flamethrower/flamethrower_fire3.wav"
}
"flamethrower.start"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.7"
"pitch" "95,105"
"wave" "weapons/flamethrower/flamethrower_start.wav"
}
"flamethrower.deploy"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/flamethrower/flamethrower_deploy.wav"
}
//----------------
//Knife, don't turn your back on me...
//----------------
"knife.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/knife/swing1.wav"
"wave" "weapons/knife/swing2.wav"
}
}
"knife.deploy"
{
"channel" "CHAN_ITEM"
"volume" "0.7"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/knife/deploy.wav"
}
"knife.slash"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/fx/impacts/flesh/knife_slash1.wav"
"wave" "weapons/fx/impacts/flesh/knife_slash2.wav"
"wave" "weapons/fx/impacts/flesh/knife_slash3.wav"
}
}
//----------------
//Medkit, Go get em' Medic
//----------------
"medkit.hit"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.8"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/medkit/medkit_hit1.wav"
"wave" "weapons/medkit/medkit_hit2.wav"
}
}
"medkit.infect"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.8"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/medkit/medkit_infect1.wav"
"wave" "weapons/medkit/medkit_infect2.wav"
}
}
"medkit.button1"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/medkit/medkit_button1.wav"
}
"medkit.button2"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/medkit/medkit_button2.wav"
}
"medkit.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/medkit/medkit_single1.wav"
"wave" "weapons/medkit/medkit_single2.wav"
}
}
//----------------
//Nailgun
//----------------
"nailgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.6"
"pitch" "95,105"
"wave" "weapons/nailgun/nailgun_fire1.wav"
}
//----------------
//SuperNailGun, oooo.
//----------------
"SuperNailgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.6"
"pitch" "95,105"
"wave" "weapons/supernailgun/supernailgun_fire.wav"
}
"SuperNailgun.barrel_spin"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "common/null.wav"
}
//----------------
//Pipelauncher, You call THAT a six-shooter? THIS is a six-shooter...
//----------------
"Pipelauncher.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
"pitch" "95,105"
"wave" "weapons/pipelauncher/pipe_fire1.wav"
}
"Grenadelauncher.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
"pitch" "95,105"
"wave" "weapons/pipelauncher/pipe_fire1.wav"
}
"GLPL.reload"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/pipelauncher/pipe_reload.wav"
}
"GLPL.reload_open"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/pipelauncher/pipe_reload_open.wav"
}
"GLPL.reload_close"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/pipelauncher/pipe_reload_close.wav"
}
"GrenadeProjectile.Bounce"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/pipelauncher/pipe_bounce1.wav"
}
//----------------
//Railgun, poor thing, you kicked arse in Quake 3
//----------------
"railgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.6"
"pitch" "95,105"
"wave" "weapons/railgun/railgun_fire1.wav"
}
"railgun.charged_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.6"
"pitch" "95,105"
"wave" "weapons/railgun/railgun_chargedfire1.wav"
}
"railgun.chargeloop"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/railgun/railgun_chargeloop.wav"
}
"railgun.halfcharge"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"CompatibilityAttenuation" "1.0"
"wave" "ambient/energy/zap8.wav"
}
"railgun.fullcharge"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"CompatibilityAttenuation" "1.0"
"wave" "ambient/energy/zap9.wav"
}
"railgun.overcharge"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"CompatibilityAttenuation" "1.0"
"wave" "ambient/energy/zap5.wav"
}
//----------------
//Rocket Launcher, you exist in every single game. Ever.
//----------------
"rpg.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/rpg/rpg_fire_01.wav"
"wave" "weapons/rpg/rpg_fire_02.wav"
"wave" "weapons/rpg/rpg_fire_03.wav"
}
}
"rpg.empty"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "common/null.wav"
}
"rpg.reload"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.reload1"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.reload2"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.reload3"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.reload4"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.slide1"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.slide2"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.slide3"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
"rpg.slide4"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/rpg/rpg_reload.wav"
}
//----------------
//Incendiary Cannon, I love the smell of Napalm in the morning
//----------------
"ic.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
// "pitch" "95,105"
"wave" "weapons/incendiarycannon/ic_fire02.wav"
}
"ic.cocky"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"wave" "weapons/incendiarycannon/ic_reload01.wav"
}
"ic.empty"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "common/null.wav"
}
//----------------
//Scout Radar, uh no lookout! He has a raaaddaarrrrr
//----------------
"radar.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.3"
"pitch" "95,105"
"wave" "weapons/scout/scout_radar.wav"
}
//----------------
//HWGuy Overpressure
//----------------
"overpressure.explode"
{
"channel" "CHAN_AUTO"
"volume" "1.0"
"CompatibilityAttenuation" "1.3"
"pitch" "95,105"
"wave" "weapons/physcannon/energy_sing_explosion2.wav"
}
//----------------
//Shotgun, proving your worth again and again since the west was won.
//----------------
"shotgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.6"
"pitch" "95,105"
"wave" "weapons/shotgun/shotgun_fire.wav"
}
"shotgun.reload"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/shotgun/shotgun_reload.wav"
}
"shotgun.cock"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/supershotgun/supershotgun_cock.wav"
}
//----------------
//SuperShotgun, to the rescue
//----------------
"SuperShotgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"pitch" "95,105"
"wave" "weapons/supershotgun/supershotgun_fire.wav"
}
"SuperShotgun.reload"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/supershotgun/supershotgun_reload.wav"
}
"SuperShotgun.cock"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/shotgun/shotgun_cock.wav"
}
//----------------
//Sniper Rifle, Let's see some Pink Mist.
//----------------
"SniperRifle.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
"pitch" "95,105"
"wave" "weapons/sniperrifle/sniperrifle_fire1.wav"
}
"SniperRifle.charged_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
"pitch" "95,105"
"wave" "weapons/sniperrifle/sniperrifle_chargedfire1.wav"
}
"SniperRifle.zoom_in"
{
"channel" "CHAN_ITEM"
"volume" "0.2"
"CompatibilityAttenuation" "2.0"
"wave" "weapons/sniperrifle/sniperrifle_zoomin.wav"
}
"SniperRifle.zoom_out"
{
"channel" "CHAN_ITEM"
"volume" "0.2"
"CompatibilityAttenuation" "2.0"
"wave" "weapons/sniperrifle/sniperrifle_zoomout.wav"
}
//----------------
//Auto Rifle, trying to make the snipers feel like they have a viable cq weapon.
//----------------
"autorifle.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"pitch" "95,105"
"wave" "weapons/autorifle/autorifle_fire.wav"
}
//----------------
//Tommy Gun, rocking and rolling since the 19th century.
//----------------
"tommygun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.6"
"pitch" "95,105"
"wave" "weapons/tommygun/tommygun_fire.wav"
}
//----------------
//Spanner
//----------------
"Spanner.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"rndwave"
{
"wave" "weapons/spanner/spanner_swing1.wav"
"wave" "weapons/spanner/spanner_swing2.wav"
}
}
"Spanner.HitSG"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.7"
"pitch" "95,105"
"wave" "weapons/spanner/spanner_sg1.wav"
}
"Spanner.HitDispenser"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.7"
"pitch" "95,105"
"wave" "weapons/spanner/spanner_sg1.wav"
}
"Spanner.idle"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/spanner/spanner_idle.wav"
}
"Spanner.specialhit"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/spanner/spanner_specialhit.wav"
}
//----------------
//Tranquilizer, go most useless Team Fortress gun!
//----------------
"Tranq.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.3"
"pitch" "95,105"
"wave" "weapons/tranq/tranq_fire1.wav"
}
"Tranq.cock"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "weapons/tranq/tranq_cock.wav"
}
//----------------
//Umbrella, take the fight back to them Winston!
//----------------
"umbrella.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"wave" "weapons/umbrella/umbrella_miss.wav"
2014-11-12 02:32:26 +00:00
}