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
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{
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sample turret/tu_spinup.wav
|
|
}
|
|
|
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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
|
|
}
|