fortressforever-scripts/scripts/game_sounds_ff_buildable.txt

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//==================================
//Buildable sounds for Fortress Forever
//==================================
//----------------
//Sentry Gun
//----------------
"Sentry.Fire"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"pitch" "95,105"
"rndwave"
{
"wave" "buildable/sentry/sg_fire1.wav"
"wave" "buildable/sentry/sg_fire2.wav"
"wave" "buildable/sentry/sg_fire3.wav"
}
}
"Sentry.RocketFire"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.4"
"pitch" "95,105"
"wave" "buildable/sentry/sg_rpg1.wav"
}
"Sentry.eject"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/sentry/sg_eject1.wav"
}
"Sentry.scan"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"rndwave"
{
"wave" "buildable/sentry/sg_scan1.wav"
"wave" "buildable/sentry/sg_scan2.wav"
}
}
"Sentry.spot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"wave" "buildable/sentry/sg_spot.wav"
}
"Sentry.unbuild"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/sentry/sg_unbuild.wav"
}
"sentry.aim"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/sentry/sg_aim.wav"
}
"Sentry.explode"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"
"wave" "^buildable/sentry/sg_explode.wav"
}
"Sentry.One"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/sentry/sg_build1.wav"
}
"Sentry.two"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/sentry/sg_build2.wav"
}
"Sentry.three"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/sentry/sg_build3.wav"
}
"Sentry.SabotageActivate"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"wave" "buildable/sentry/sg_sabotageactivate.wav"
}
"Sentry.SabotageFinish"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"wave" "buildable/sentry/sg_sabotagefinish.wav"
}
"Sentry.CloakDetection"
{
"channel" "CHAN_AUTO"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/sentry/sg_cloakdetection.wav"
}
"Sentry.CloakSonar"
{
"channel" "CHAN_AUTO"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/sentry/sg_cloaksonar.wav"
}
//----------------
//Respawn Turret
//----------------
"RespawnTurret.Fire"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.5"
"pitch" "95,105"
"rndwave"
{
"wave" "^buildable/respawnturret/rt_fire1.wav"
}
}
"RespawnTurret.Alert"
{
"channel" "CHAN_WEAPON"
"volume" "0.8"
"CompatibilityAttenuation" "0.8"
"pitch" "95,105"
"wave" "buildable/respawnturret/rt_alert1.wav"
}
"RespawnTurret.Ping"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "0.8"
"wave" "buildable/respawnturret/rt_ping1.wav"
}
"RespawnTurret.Deploy"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "0.8"
"pitch" "95,105"
"wave" "buildable/respawnturret/rt_deploy1.wav"
}
"RespawnTurret.Retire"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "0.8"
"wave" "buildable/respawnturret/rt_retire1.wav"
}
//----------------
//Dispenser
//----------------
"Dispenser.build"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/dispenser/disp_build.wav"
}
"Dispenser.unbuild"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/dispenser/disp_unbuild.wav"
}
"Dispenser.explode"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"
"wave" "^buildable/dispenser/disp_explode.wav"
}
"Dispenser.omnomnom"
{
"channel" "CHAN_BODY"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/dispenser/disp_omnomnom.wav"
}
//----------------
//Detpack, BOOOM
//----------------
"Detpack.Build"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/detpack/detpack_drop.wav"
}
"Detpack.Defuse"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/detpack/detpack_defuse.wav"
}
"Detpack.Timer"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/detpack/detpack_timer1.wav"
}
"Detpack.FiveSeconds"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/detpack/detpack_timer1.wav"
}
"Detpack.TimerTwo"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/detpack/detpack_timer2.wav"
}
"Detpack.Explode"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"soundlevel" "SNDLVL_180dB"
"pitch" "PITCH_NORM"
"CompatibilityAttenuation" "1.0"
"wave" "^buildable/detpack/detpack_Explode1.wav"
}
//----------------
//Jump Pad, BOING?
//----------------
"JumpPad.WarmUp"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/jumppad/jumppad_warmup.wav"
}
"JumpPad.PowerDown"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" "buildable/jumppad/jumppad_powerdown.wav"
}
"JumpPad.Fire"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/jumppad/jumppad_fire.wav"
}
"JumpPad.Heal"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"wave" ")buildable/jumppad/jumppad_heal.wav"
}