and cover more types of materials even on HL BSP maps. Improved documentation for QUAKED comments. Seperated skill file for valve into its own little thing.
610 lines
10 KiB
Text
610 lines
10 KiB
Text
monster_alien_grunt.alert
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{
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sample agrunt/ag_alert1.wav
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sample agrunt/ag_alert2.wav
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sample agrunt/ag_alert3.wav
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sample agrunt/ag_alert4.wav
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sample agrunt/ag_alert5.wav
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}
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monster_alien_grunt.attack
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{
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sample agrunt/ag_attack1.wav
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sample agrunt/ag_attack2.wav
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sample agrunt/ag_attack3.wav
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}
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monster_alien_grunt.die
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{
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sample agrunt/ag_die1.wav
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sample agrunt/ag_die2.wav
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sample agrunt/ag_die3.wav
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sample agrunt/ag_die4.wav
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sample agrunt/ag_die5.wav
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}
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monster_alien_grunt.idle
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{
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sample agrunt/ag_idle1.wav
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sample agrunt/ag_idle2.wav
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sample agrunt/ag_idle3.wav
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sample agrunt/ag_idle4.wav
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sample agrunt/ag_idle5.wav
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}
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monster_alien_grunt.pain
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{
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sample agrunt/ag_pain1.wav
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sample agrunt/ag_pain2.wav
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sample agrunt/ag_pain3.wav
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sample agrunt/ag_pain4.wav
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sample agrunt/ag_pain5.wav
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}
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monster_alien_controller.alert
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{
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sample controller/con_alert1.wav
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sample controller/con_alert2.wav
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sample controller/con_alert3.wav
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}
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monster_alien_controller.attack
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{
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sample controller/con_attack1.wav
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sample controller/con_attack2.wav
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sample controller/con_attack3.wav
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}
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monster_alien_controller.die
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{
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sample controller/con_die1.wav
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sample controller/con_die2.wav
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}
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monster_alien_controller.idle
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{
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sample controller/con_idle1.wav
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sample controller/con_idle2.wav
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sample controller/con_idle3.wav
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sample controller/con_idle4.wav
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sample controller/con_idle5.wav
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}
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monster_alien_controller.pain
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{
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sample controller/con_pain1.wav
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sample controller/con_pain2.wav
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sample controller/con_pain3.wav
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}
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monster_alien_slave.die
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{
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sample aslave/slv_die1.wav
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sample aslave/slv_die2.wav
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}
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monster_alien_slave.pain
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{
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sample aslave/slv_pain1.wav
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sample aslave/slv_pain2.wav
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}
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// bcl_bite3 is played when an entity is in it's mouth bcl_tongue1 unused?
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monster_barnacle.attackchew
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{
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sample barnacle/bcl_chew1.wav
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sample barnacle/bcl_chew2.wav
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sample barnacle/bcl_chew3.wav
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}
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monster_barnacle.attackpull
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{
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sample barnacle/bcl_alert2.wav
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}
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monster_barnacle.die
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{
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sample barnacle/bcl_die1.wav
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sample barnacle/bcl_die3.wav
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}
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monster_barney.die
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{
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sample barney/ba_die1.wav
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sample barney/ba_die1.wav
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sample barney/ba_die2.wav
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}
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monster_barney.pain
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{
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sample barney/ba_pain1.wav
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sample barney/ba_pain1.wav
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sample barney/ba_pain1.wav
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}
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monster_bigmomma.alert
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{
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sample gonarch/gon_alert1.wav
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sample gonarch/gon_alert2.wav
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sample gonarch/gon_alert3.wav
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}
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// the groans for when she spits?
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monster_bigmomma.attack
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{
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sample gonarch/gon_attack1.wav
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sample gonarch/gon_attack2.wav
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sample gonarch/gon_attack3.wav
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}
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/ mourns the death of her children
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monster_bigmomma.child
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{
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sample gonarch/gon_childdie1.wav
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sample gonarch/gon_childdie2.wav
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sample gonarch/gon_childdie3.wav
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}
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monster_bigmomma.die
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{
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sample gonarch/gon_die1.wav
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sample gonarch/gon_die2.wav
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sample gonarch/gon_die3.wav
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}
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monster_bigmomma.idle
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{
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sample gonarch/gon_sack1.wav
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sample gonarch/gon_sack2.wav
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sample gonarch/gon_sack3.wav
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}
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monster_bigmomma.pain
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{
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sample gonarch/gon_pain2.wav
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sample gonarch/gon_pain3.wav
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sample gonarch/gon_pain4.wav
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sample gonarch/gon_pain5.wav
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}
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// has unique foot step sounds
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monster_bigmomma.step
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{
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sample gonarch/gon_step1.wav
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sample gonarch/gon_step2.wav
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sample gonarch/gon_step3.wav
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}
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monster_bullchicken.attack
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{
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sample bullchicken/bc_attackgrowl1.wav
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sample bullchicken/bc_attackgrowl2.wav
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sample bullchicken/bc_attackgrowl3.wav
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}
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monster_bullchicken.attackbite
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{
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sample bullchicken/bc_bite1.wav
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sample bullchicken/bc_bite2.wav
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sample bullchicken/bc_bite3.wav
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}
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monster_bullchicken.attackshoot
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{
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sample bullchicken/bc_attack1.wav
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sample bullchicken/bc_attack2.wav
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sample bullchicken/bc_attack3.wav
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}
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monster_bullchicken.die
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{
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sample bullchicken/bc_die1.wav
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sample bullchicken/bc_die2.wav
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sample bullchicken/bc_die3.wav
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}
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monster_bullchicken.idle
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{
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sample bullchicken/bc_idle1.wav
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sample bullchicken/bc_idle2.wav
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sample bullchicken/bc_idle3.wav
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sample bullchicken/bc_idle4.wav
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sample bullchicken/bc_idle5.wav
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}
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monster_bullchicken.pain
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{
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sample bullchicken/bc_pain1.wav
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sample bullchicken/bc_pain2.wav
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sample bullchicken/bc_pain3.wav
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sample bullchicken/bc_pain4.wav
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}
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monster_cockroach.die
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{
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sample roach/rch_die.wav
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sample roach/rch_smash.wav
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}
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monster_gargantua.alert
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{
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sample garg/gar_alert1.wav
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sample garg/gar_alert2.wav
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sample garg/gar_alert3.wav
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}
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// similar to bullsquid groans during and after attacks
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monster_gargantua.attack
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{
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sample garg/gar_attack1.wav
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sample garg/gar_attack2.wav
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sample garg/gar_attack3.wav
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}
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monster_gargantua.attackflame
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{
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sample garg/gar_flamerun1.wav
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}
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monster_gargantua.attackflameoff
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{
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sample garg/gar_flameoff1.wav
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}
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monster_gargantua.attackflameon
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{
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sample garg/gar_flameon1.wav
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}
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monster_gargantua.die
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{
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sample garg/gar_die1.wav
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sample garg/gar_die2.wav
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}
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monster_gargantua.idle
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{
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sample garg/gar_idle1.wav
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sample garg/gar_idle2.wav
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sample garg/gar_idle3.wav
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sample garg/gar_idle4.wav
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sample garg/gar_idle5.wav
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sample garg/gar_breathe1.wav
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sample garg/gar_breathe2.wav
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sample garg/gar_breathe3.wav
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}
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monster_gargantua.pain
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{
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sample garg/gar_pain1.wav
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sample garg/gar_pain2.wav
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sample garg/gar_pain3.wav
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}
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// has unique foot step sounds
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monster_gargantua.step
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{
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sample garg/gar_step1.wav
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sample garg/gar_step2.wav
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}
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monster_headcrab.alert
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{
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sample headcrab/hc_alert1.wav
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sample headcrab/hc_alert2.wav
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}
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// these attack sounds are actually the cry when it jumps
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monster_headcrab.attack
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{
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sample headcrab/hc_attack1.wav
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sample headcrab/hc_attack2.wav
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sample headcrab/hc_attack3.wav
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}
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monster_headcrab.attackhit
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{
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sample headcrab/hc_headbite.wav
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}
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monster_headcrab.die
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{
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sample headcrab/hc_die1.wav
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sample headcrab/hc_die2.wav
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}
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monster_headcrab.idle
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{
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sample headcrab/hc_idle1.wav
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sample headcrab/hc_idle2.wav
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sample headcrab/hc_idle3.wav
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sample headcrab/hc_idle4.wav
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sample headcrab/hc_idle5.wav
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}
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monster_headcrab.pain
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{
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sample headcrab/hc_pain1.wav
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sample headcrab/hc_pain2.wav
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sample headcrab/hc_pain3.wav
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}
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monster_houndeye.alert
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{
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sample houndeye/he_alert1.wav
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sample houndeye/he_alert2.wav
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sample houndeye/he_alert3.wav
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}
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monster_houndeye.attack
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{
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sample houndeye/he_attack1.wav
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sample houndeye/he_attack2.wav
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sample houndeye/he_attack3.wav
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}
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monster_houndeye.die
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{
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sample houndeye/he_die1.wav
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sample houndeye/he_die2.wav
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sample houndeye/he_die3.wav
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}
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// Not sure where the hunt sounds are actually used
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monster_houndeye.idle
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{
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sample houndeye/he_hunt1.wav
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sample houndeye/he_hunt2.wav
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sample houndeye/he_hunt3.wav
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sample houndeye/he_hunt4.wav
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sample houndeye/he_idle1.wav
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sample houndeye/he_idle2.wav
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sample houndeye/he_idle3.wav
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sample houndeye/he_idle4.wav
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}
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monster_houndeye.pain
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{
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sample houndeye/he_pain1.wav
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sample houndeye/he_pain2.wav
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sample houndeye/he_pain3.wav
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sample houndeye/he_pain4.wav
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sample houndeye/he_pain5.wav
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}
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monster_human_grunt.die
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{
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sample hgrunt/gr_die1.wav
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sample hgrunt/gr_die2.wav
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sample hgrunt/gr_die3.wav
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}
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monster_human_grunt.pain
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{
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sample hgrunt/gr_pain1.wav
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sample hgrunt/gr_pain2.wav
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sample hgrunt/gr_pain3.wav
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sample hgrunt/gr_pain4.wav
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sample hgrunt/gr_pain5.wav
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}
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monster_ichthyosaur.alert
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{
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sample ichy/ichy_alert1.wav
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sample ichy/ichy_alert2.wav
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sample ichy/ichy_alert3.wav
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}
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monster_ichthyosaur.attack
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{
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sample ichy/ichy_attack1.wav
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sample ichy/ichy_attack2.wav
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}
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monster_ichthyosaur.die
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{
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sample ichy/ichy_die1.wav
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sample ichy/ichy_die2.wav
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sample ichy/ichy_die3.wav
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sample ichy/ichy_die4.wav
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}
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monster_ichthyosaur.idle
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{
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sample ichy/ichy_idle1.wav
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sample ichy/ichy_idle2.wav
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sample ichy/ichy_idle3.wav
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sample ichy/ichy_idle4.wav
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}
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monster_ichthyosaur.pain
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{
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sample ichy/ichy_pain1.wav
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sample ichy/ichy_pain2.wav
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sample ichy/ichy_pain3.wav
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sample ichy/ichy_pain4.wav
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sample ichy/ichy_pain5.wav
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}
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monster_leech.alert
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{
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sample leech/leech_alert1.wav
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sample leech/leech_alert2.wav
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}
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monster_leech.attack
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{
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sample leech/leech_bite1.wav
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sample leech/leech_bite2.wav
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sample leech/leech_bite3.wav
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}
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// other sounds
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// * x_shoot1 - ?
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// * nih_die2 - used in map not code?
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// these attack sounds are his growls
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monster_nihilanth.attack
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{
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sample x/x_attack1.wav
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sample x/x_attack2.wav
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sample x/x_attack3.wav
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}
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monster_nihilanth.attackball
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{
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sample x/x_ballattack1.wav
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}
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monster_nihilanth.attackballmove
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{
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sample x/x_teleattack1.wav
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}
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monster_nihilanth.die
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{
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sample x/x_die1.wav
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}
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monster_nihilanth.idle
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{
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sample x/x_laugh1.wav
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sample x/x_laugh2.wav
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}
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monster_nihilanth.pain
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{
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sample x/x_pain1.wav
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sample x/x_pain2.wav
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sample x/x_pain3.wav
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}
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monster_nihilanth.recharge
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{
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sample x/x_recharge1.wav
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sample x/x_recharge2.wav
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sample x/x_recharge3.wav
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}
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monster_scientist.die
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{
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sample scientist/sci_die1.wav
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sample scientist/sci_die2.wav
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sample scientist/sci_die3.wav
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sample scientist/sci_die4.wav
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}
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monster_scientist.pain
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{
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sample scientist/sci_pain1.wav
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sample scientist/sci_pain2.wav
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sample scientist/sci_pain3.wav
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sample scientist/sci_pain4.wav
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sample scientist/sci_pain5.wav
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sample scientist/sci_pain6.wav
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sample scientist/sci_pain7.wav
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sample scientist/sci_pain8.wav
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sample scientist/sci_pain9.wav
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sample scientist/sci_pain10.wav
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}
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monster_sentry.alert
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{
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sample turret/tu_deploy.wav
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}
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monster_sentry.die
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{
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sample turret/tu_die.wav
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sample turret/tu_die2.wav
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sample turret/tu_die3.wav
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}
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monster_sentry.idle
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{
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sample turret/tu_ping.wav
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}
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monster_sentry.retract
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{
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sample turret/tu_retract.wav
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}
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// cut sounds listing here because why not
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monster_tentacle.alert
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{
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sample tentacle/te_alert1.wav
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sample tentacle/te_alert2.wav
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}
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monster_tentacle.attack
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{
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sample tentacle/te_strike1.wav
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sample tentacle/te_strike2.wav
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}
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monster_tentacle.die
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{
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sample tentacle/te_death2.wav
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}
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// includes some cut sounds might be interesting
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monster_tentacle.idle
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{
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sample tentacle/te_roar1.wav
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sample tentacle/te_roar2.wav
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sample tentacle/te_search1.wav
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sample tentacle/te_search2.wav
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sample tentacle/te_sing1.wav
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sample tentacle/te_sing2.wav
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}
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monster_turret.spindown
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{
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sample turret/tu_spindown.wav
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}
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|
monster_turret.spinup
|
|
{
|
|
sample turret/tu_spinup.wav
|
|
}
|
|
|
|
monster_zombie.alert
|
|
{
|
|
sample zombie/zo_alert10.wav
|
|
sample zombie/zo_alert20.wav
|
|
sample zombie/zo_alert30.wav
|
|
}
|
|
|
|
monster_zombie.attack
|
|
{
|
|
sample zombie/zo_attack1.wav
|
|
sample zombie/zo_attack2.wav
|
|
}
|
|
|
|
monster_zombie.attackhit
|
|
{
|
|
sample zombie/claw_strike1.wav
|
|
sample zombie/claw_strike2.wav
|
|
sample zombie/claw_strike3.wav
|
|
}
|
|
|
|
monster_zombie.attackmiss
|
|
{
|
|
sample zombie/claw_miss1.wav
|
|
sample zombie/claw_miss2.wav
|
|
}
|
|
|
|
monster_zombie.idle
|
|
{
|
|
sample zombie/zo_idle1.wav
|
|
sample zombie/zo_idle2.wav
|
|
sample zombie/zo_idle3.wav
|
|
sample zombie/zo_idle4.wav
|
|
}
|
|
|
|
monster_zombie.pain
|
|
{
|
|
sample zombie/zo_pain1.wav
|
|
sample zombie/zo_pain2.wav
|
|
}
|