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https://github.com/fortressforever/fortressforever-scripts.git
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24438e3e45
Tiny cleanup of gameinfo.txt Add JumpPad.Build and JumpPad.Explode soundscript definitions * Allows these sounds to be separated from detpack build/expode for customization purposes Fix JumpPad.Explode soundscript definition not being based on Detpack.Explode --- Also serves as a test of line ending stability; the goal is for these line endings to still checkout as CRLF on the Github Subversion mirror
308 lines
6.7 KiB
Text
308 lines
6.7 KiB
Text
//==================================
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//Buildable sounds for Fortress Forever
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//==================================
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//----------------
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//Sentry Gun
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//----------------
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"Sentry.Fire"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.5"
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"pitch" "95,105"
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"rndwave"
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{
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"wave" "buildable/sentry/sg_fire1.wav"
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"wave" "buildable/sentry/sg_fire2.wav"
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"wave" "buildable/sentry/sg_fire3.wav"
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}
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}
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"Sentry.RocketFire"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.4"
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"pitch" "95,105"
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"wave" "buildable/sentry/sg_rpg1.wav"
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}
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"Sentry.eject"
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{
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"channel" "CHAN_ITEM"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/sentry/sg_eject1.wav"
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}
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"Sentry.scan"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.5"
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"rndwave"
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{
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"wave" "buildable/sentry/sg_scan1.wav"
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"wave" "buildable/sentry/sg_scan2.wav"
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}
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}
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"Sentry.spot"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.5"
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"wave" "buildable/sentry/sg_spot.wav"
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}
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"Sentry.unbuild"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/sentry/sg_unbuild.wav"
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}
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"sentry.aim"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/sentry/sg_aim.wav"
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}
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"Sentry.explode"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"soundlevel" "SNDLVL_140dB"
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"pitch" "PITCH_NORM"
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"wave" "^buildable/sentry/sg_explode.wav"
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}
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"Sentry.One"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/sentry/sg_build1.wav"
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}
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"Sentry.two"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/sentry/sg_build2.wav"
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}
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"Sentry.three"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/sentry/sg_build3.wav"
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}
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"Sentry.SabotageActivate"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.5"
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"wave" "buildable/sentry/sg_sabotageactivate.wav"
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}
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"Sentry.SabotageFinish"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.5"
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"wave" "buildable/sentry/sg_sabotagefinish.wav"
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}
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"Sentry.CloakDetection"
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{
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"channel" "CHAN_AUTO"
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"volume" "1.0"
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"soundlevel" "SNDLVL_GUNFIRE"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/sentry/sg_cloakdetection.wav"
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}
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"Sentry.CloakSonar"
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{
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"channel" "CHAN_AUTO"
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"volume" "1.0"
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"soundlevel" "SNDLVL_GUNFIRE"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/sentry/sg_cloaksonar.wav"
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}
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//----------------
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//Respawn Turret
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//----------------
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"RespawnTurret.Fire"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.5"
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"pitch" "95,105"
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"rndwave"
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{
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"wave" "^buildable/respawnturret/rt_fire1.wav"
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}
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}
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"RespawnTurret.Alert"
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{
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"channel" "CHAN_WEAPON"
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"volume" "0.8"
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"CompatibilityAttenuation" "0.8"
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"pitch" "95,105"
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"wave" "buildable/respawnturret/rt_alert1.wav"
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}
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"RespawnTurret.Ping"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.8"
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"wave" "buildable/respawnturret/rt_ping1.wav"
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}
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"RespawnTurret.Deploy"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.8"
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"pitch" "95,105"
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"wave" "buildable/respawnturret/rt_deploy1.wav"
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}
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"RespawnTurret.Retire"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "0.8"
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"wave" "buildable/respawnturret/rt_retire1.wav"
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}
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//----------------
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//Dispenser
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//----------------
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"Dispenser.build"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/dispenser/disp_build.wav"
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}
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"Dispenser.unbuild"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/dispenser/disp_unbuild.wav"
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}
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"Dispenser.explode"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"soundlevel" "SNDLVL_140dB"
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"pitch" "PITCH_NORM"
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"wave" "^buildable/dispenser/disp_explode.wav"
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}
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"Dispenser.omnomnom"
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{
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"channel" "CHAN_BODY"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/dispenser/disp_omnomnom.wav"
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}
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//----------------
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//Detpack, BOOOM
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//----------------
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"Detpack.Build"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/detpack/detpack_drop.wav"
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}
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"Detpack.Defuse"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/detpack/detpack_defuse.wav"
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}
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"Detpack.Timer"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/detpack/detpack_timer1.wav"
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}
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"Detpack.FiveSeconds"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/detpack/detpack_timer1.wav"
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}
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"Detpack.TimerTwo"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/detpack/detpack_timer2.wav"
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}
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"Detpack.Explode"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"soundlevel" "SNDLVL_180dB"
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"pitch" "PITCH_NORM"
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"CompatibilityAttenuation" "1.0"
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"wave" "^buildable/detpack/detpack_Explode1.wav"
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}
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//----------------
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//Jump Pad, BOING?
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//----------------
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"JumpPad.WarmUp"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/jumppad/jumppad_warmup.wav"
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}
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"JumpPad.PowerDown"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/jumppad/jumppad_powerdown.wav"
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}
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"JumpPad.Fire"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/jumppad/jumppad_fire.wav"
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}
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"JumpPad.Heal"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" ")buildable/jumppad/jumppad_heal.wav"
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}
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"JumpPad.Build"
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{
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"channel" "CHAN_STATIC"
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"volume" "1.0"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/jumppad/jumppad_build.wav"
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}
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"JumpPad.Explode"
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{
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"channel" "CHAN_WEAPON"
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"volume" "1.0"
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"soundlevel" "SNDLVL_180dB"
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"pitch" "PITCH_NORM"
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"CompatibilityAttenuation" "1.0"
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"wave" "buildable/jumppad/jumppad_explode.wav"
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}
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