2018 lines
132 KiB
Plaintext
2018 lines
132 KiB
Plaintext
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;-------------------------------------------------------------------------------
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; Mod: TrickSR
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; Base: "S.T.A.L.K.E.R`s sound remake" by <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> & MulleR
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;-------------------------------------------------------------------------------
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;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
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#include "sound_layers\barrel_explosion_snd.ltx"
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#include "sound_layers\w_explo_snd.ltx"
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#include "sound_layers\w_frage_grenade_snd.ltx"
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[base_sounds]
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snd_close = weapons\generic_close
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snd_bore = $no_sound
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snd_bore1 = $no_sound
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[wpn_binoc_sounds]:base_sounds
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snd_draw = weapons\bino_draw
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snd_holster = weapons\bino_holster
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snd_gyro = weapons\binoculars_gyro
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snd_zoomin = weapons\binoculars_zoomin
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snd_zoomout = weapons\binoculars_zoomout
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snd_shoot = $no_sound ;weapons\pistol_empty
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snd_empty = $no_sound ;weapons\pistol_empty
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snd_reload = $no_sound ;weapons\pm_reload, 0.8
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found_snd = detectors\DA-2_beep1
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catch_snd = detectors\DA-2_beep1
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[grenade_f1_sounds]:base_sounds
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snd_explode = grenade_f1_snd_explode
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snd_checkout = weapons\generic_checkout, 1.0, 0.4
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[grenade_gd-05_sounds]:base_sounds
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snd_explode = weapons\explo\grenade_gd05
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snd_checkout = weapons\generic_checkout, 1.0, 0.4
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[grenade_rgd5_sounds]:base_sounds
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snd_explode = grenade_rgd5_snd_explode
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snd_checkout = weapons\rgd5\generic_checkout
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[wpn_knife_sounds]:base_sounds
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snd_draw = $no_sound ;weapons\bino_draw, 0.5 ;weapons\walther_draw
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snd_holster = $no_sound ;weapons\bino_holster, 0.5
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snd_shoot = weapons\knife_1
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snd_shoot1 = weapons\knife_2
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snd_shoot2 = weapons\knife_3
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snd_empty = $no_sound ;weapons\pistol_empty
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snd_reload = $no_sound ;weapons\pm_reload, 0.8
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snd_bore = $no_sound
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[wpn_axe_sounds]:base_sounds
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snd_draw = weapons\axe\draw
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snd_holster = weapons\axe\holster
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snd_shoot = weapons\axe\knife_1
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snd_shoot1 = weapons\axe\knife_2
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snd_shoot2 = weapons\axe\knife_3
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snd_empty = $no_sound
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snd_reload = $no_sound
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snd_bore = $no_sound
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[wpn_rg-6_sounds]:base_sounds
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snd_draw = weapons\rg6\rg6_draw
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snd_holster = weapons\generic_holster
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snd_shoot = weapons\rg6\rg6_shoot
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snd_empty = weapons\rg6\rg6_empty
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snd_reload = weapons\rg6\rg6_reload
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snd_shoot_duplet = weapons\n_toz34_shot
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snd_open_weapon = weapons\rg6\rg6_reload_start
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snd_add_cartridge = weapons\rg6\rg6_reload
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snd_close_weapon = weapons\rg6\rg6_reload_end
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[wpn_rpg7_sounds]:base_sounds
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snd_draw = weapons\rpg7\rpg7_draw
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snd_holster = weapons\shotgun_holster
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snd_shoot = weapons\rpg7\rpg7_shoot
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snd_empty = weapons\rpg7\rpg7_empty
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snd_reload = weapons\rpg7\rpg7_reload
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snd_explode = wpn_fake_og-7b_explode
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snd_fly_sound = weapons\rocket_fly
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[mounted_weapon_sounds]:base_sounds
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snd_shoot = weapons\weapon_btr
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[stationary_mgun_sounds]:base_sounds
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snd_shoot = weapons\weapon_btr
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;--------------------------------------
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[wpn_abakan_snd_shoot]
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snd_1_layer = weapons\abakan\abakan_shoot
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snd_1_layer1 = weapons\abakan\abakan_shoot1
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_abakan_sounds]:base_sounds
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snd_draw = weapons\abakan\abakan_draw
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snd_holster = weapons\rifle_holster
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snd_shoot = wpn_abakan_snd_shoot
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snd_empty = weapons\abakan\abakan_empty, 0.7
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snd_reload = weapons\abakan\abakan_reload
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snd_reload_empty = weapons\abakan\abakan_reload_empty
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snd_shoot_grenade = weapons\gp30\GP30_grenshoot
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snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8
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snd_switch = $no_sound
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snd_silncer_shot = weapons\abakan\abakan_shot_sil
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snd_bore = $no_sound
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;--------------------------------------
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[wpn_aek971_snd_shoot]
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snd_1_layer = weapons\aek971\aek971_shoot
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snd_1_layer1 = weapons\aek971\aek971_shoot1
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snd_1_layer2 = weapons\aek971\aek971_shoot2
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snd_1_layer3 = weapons\aek971\aek971_shoot3
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snd_1_layer4 = weapons\aek971\aek971_shoot4
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snd_1_layer5 = weapons\aek971\aek971_shoot5
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snd_2_layer = weapons\_distance_shooting_mid\scar_distant
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snd_3_layer = weapons\_distance_shooting_far\scar_distant
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[wpn_aek971_sounds]:base_sounds
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snd_draw = weapons\ak\ak_draw
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snd_holster = weapons\rifle_holster
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snd_shoot = wpn_aek971_snd_shoot
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snd_silncer_shot = weapons\ak74\ak74_shot_sil
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snd_reload = weapons\aek971\aek971_reload
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snd_shoot_grenade = weapons\gp30\GP30_grenshoot
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snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8
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snd_switch = $no_sound
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snd_bore = $no_sound
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snd_empty = weapons\ak_empty, 0.7
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;--------------------------------------
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[wpn_ak_sounds]:base_sounds
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snd_draw = weapons\ak\ak_draw
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snd_holster = weapons\rifle_holster
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snd_shoot = weapons\ak\ak_shoot
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snd_empty = weapons\ak_empty, 0.7
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snd_reload = weapons\ak\ak_reload
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snd_shoot_grenade = weapons\gp30\GP30_grenshoot
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snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8
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snd_switch = $no_sound
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snd_switch_mode = weapons\generic\switch_mode
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snd_silncer_shot = weapons\ak\ak_shot_sil
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snd_bore = $no_sound
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;--------------------------------------
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[wpn_ak12_snd_shoot]
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snd_1_layer = weapons\akm\akm_shoot
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_ak12_sounds]:base_sounds
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snd_draw = weapons\ak\ak_draw
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snd_holster = weapons\rifle_holster
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snd_shoot = wpn_ak12_snd_shoot
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snd_empty = weapons\ak_empty, 0.7
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snd_reload = weapons\ak12\ak12_reload
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snd_shoot_grenade = weapons\gp30\GP30_grenshoot
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snd_reload_grenade = weapons\gp30\gp30_grenload, 1.0, 0.8
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snd_switch = $no_sound
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snd_silncer_shot = weapons\ak\ak_shot_sil
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snd_bore = $no_sound
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;--------------------------------------
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[wpn_akm_snd_shoot]
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snd_1_layer = weapons\akm\akm_shoot
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_akm_sounds]:wpn_ak_sounds
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snd_shoot = wpn_akm_snd_shoot
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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snd_reload = weapons\akm\akm_reload
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snd_reload_empty = weapons\akm\akm_reload_empty
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snd_switch_mode = weapons\generic\switch_mode
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snd_reload_misfire = weapons\akm\akm_unjam
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snd_reload_w_gl = weapons\ak74\ak74_reload_w_gl
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snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0
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snd_switch_mode = weapons\generic\switch_mode
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;--------------------------------------
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[wpn_ak74_snd_shoot]
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snd_1_layer = weapons\ak74\ak74_shoot
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_ak74_sounds]:wpn_ak_sounds
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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snd_shoot = wpn_ak74_snd_shoot
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snd_reload = weapons\ak74\ak74_reload
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snd_reload_empty = weapons\ak74\ak74_reload_empty
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snd_switch_mode = weapons\generic\switch_mode
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_reload_w_gl = weapons\ak74\ak74_reload_w_gl
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snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0
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snd_switch_mode = weapons\generic\switch_mode
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snd_switch = weapons\ak74\ak74_switch
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snd_silncer_shot = weapons\ak74\ak74_shot_sil
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[wpn_aks74_sounds]:wpn_ak_sounds
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snd_shoot = wpn_ak74_snd_shoot
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snd_reload = weapons\ak74\ak74_reload
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snd_reload_empty = weapons\ak74\ak74_reload_empty
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_switch_mode = weapons\generic\switch_mode
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snd_reload_w_gl = weapons\ak74\ak74_reload_w_gl
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snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0
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snd_switch = weapons\ak74\ak74_switch
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snd_switch_mode = weapons\generic\switch_mode
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snd_silncer_shot = weapons\ak74\ak74_shot_sil
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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[wpn_ak74m_sounds]:wpn_aks74_sounds
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snd_reload = weapons\ak74m\ak74m_reload
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snd_reload_empty = weapons\ak74m\ak74m_reload_empty
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_switch_mode = weapons\generic\switch_mode
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snd_reload_w_gl = weapons\ak74m\ak74m_reload
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snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0
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snd_switch = $no_sound
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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snd_switch_mode = weapons\generic\switch_mode
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;--------------------------------------
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[wpn_aks74u_snd_shoot]
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snd_1_layer = weapons\aks74u\aks74u_shoot
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_aks74u_sounds]:wpn_ak74_sounds
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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snd_shoot = wpn_aks74u_snd_shoot
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snd_reload = weapons\ak74\ak74_reload
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snd_switch_mode = weapons\generic\switch_mode
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snd_reload_empty = weapons\ak74\ak74_reload_empty
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snd_reload_empty = weapons\ak74\ak74_reload_empty
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_switch_mode = weapons\generic\switch_mode
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[wpn_aks74u_snag_sounds]:wpn_aks74u_sounds
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snd_reload = weapons\ak74\ak74_reload
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snd_reload_empty = weapons\ak74\ak74_reload_empty
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snd_switch_mode = weapons\generic\switch_mode
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snd_draw = weapons\ak\ak_draw
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snd_holster = weapons\rifle_holster
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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snd_reload_empty = weapons\ak74\ak74_reload_empty
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_switch_mode = weapons\generic\switch_mode
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;--------------------------------------
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[wpn_ak101_snd_shoot]
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snd_1_layer = weapons\ak101\ak101_shoot
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snd_1_layer1 = weapons\ak101\ak101_shoot1
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_ak101_sounds]:wpn_aks74_sounds
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snd_shoot = wpn_ak101_snd_shoot
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snd_reload = weapons\ak74m\ak74m_reload
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snd_reload_empty = weapons\ak74m\ak74m_reload_empty
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_reload_w_gl = weapons\ak74m\ak74m_reload
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snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0
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snd_switch_mode = weapons\generic\switch_mode
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snd_switch = $no_sound
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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snd_silncer_shot = weapons\ak101\ak101_shot_sil
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[wpn_ak102_sounds]:wpn_ak101_sounds
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snd_reload = weapons\ak102\ak102_reload
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snd_reload_empty = weapons\ak102\ak102_reload_empty
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snd_switch_mode = weapons\generic\switch_mode
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;--------------------------------------
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[wpn_ak103_snd_shoot]
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snd_1_layer = weapons\ak103\ak103_shoot
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snd_1_layer1 = weapons\ak103\ak103_shoot1
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snd_1_layer2 = weapons\ak103\ak103_shoot2
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snd_1_layer3 = weapons\ak103\ak103_shoot3
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snd_1_layer4 = weapons\ak103\ak103_shoot4
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snd_1_layer5 = weapons\ak103\ak103_shoot5
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_ak103_sounds]:wpn_ak_sounds
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snd_shoot = wpn_ak103_snd_shoot
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snd_reload = weapons\ak74m\ak74m_reload
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snd_reload_empty = weapons\ak74m\ak74m_reload_empty
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snd_reload_misfire = weapons\ak74\ak74_unjam
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snd_reload_w_gl = weapons\ak74m\ak74m_reload
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snd_reload_grenade = weapons\ak74\ak74_grenload, 1.0
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snd_switch_mode = weapons\generic\switch_mode
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snd_switch = $no_sound
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snd_draw = weapons\ak74\ak74_draw
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snd_holster = weapons\ak74\ak74_holster
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[wpn_ak104_sounds]:wpn_ak103_sounds
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snd_reload = weapons\ak102\ak102_reload
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snd_reload_empty = weapons\ak102\ak102_reload_empty
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snd_switch_mode = weapons\generic\switch_mode
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;--------------------------------------
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[wpn_ak105_snd_shoot]
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snd_1_layer = weapons\ak105\ak105_shoot
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snd_1_layer1 = weapons\ak105\ak105_shoot1
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snd_1_layer2 = weapons\ak105\ak105_shoot2
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snd_1_layer3 = weapons\ak105\ak105_shoot3
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snd_2_layer = weapons\_distance_shooting_mid\ak_distant
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snd_3_layer = weapons\_distance_shooting_far\ak_distant
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[wpn_ak105_sounds]:wpn_ak_sounds
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snd_reload = weapons\ak105\ak105_reload
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snd_shoot = wpn_ak105_snd_shoot
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snd_silncer_shot = weapons\ak74\ak74_shot_sil
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snd_switch_mode = weapons\generic\switch_mode
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;--------------------------------------
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[wpn_galil_snd_shoot]
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snd_1_layer = weapons\galil\galil_shoot
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snd_2_layer = weapons\_distance_shooting_mid\pkm_distant
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snd_3_layer = weapons\_distance_shooting_far\pkm_distant
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[wpn_galil_sounds]:wpn_ak_sounds
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snd_reload = weapons\galil\galil_reload
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|||
|
snd_shoot = wpn_galil_snd_shoot
|
|||
|
snd_silncer_shot = weapons\galil\galil_shot_sil
|
|||
|
|
|||
|
[wpn_ace21_sounds]:wpn_galil_sounds
|
|||
|
snd_reload = weapons\ace21\ace21_reload
|
|||
|
snd_silncer_shot = weapons\galil\galil_ace_shot_sil
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_aug_snd_shoot]
|
|||
|
snd_1_layer = weapons\aug\aug_shoot
|
|||
|
snd_1_layer1 = weapons\aug\aug_shoot1
|
|||
|
snd_1_layer2 = weapons\aug\aug_shoot2
|
|||
|
snd_1_layer3 = weapons\aug\aug_shoot3
|
|||
|
snd_1_layer4 = weapons\aug\aug_shoot4
|
|||
|
snd_1_layer5 = weapons\aug\aug_shoot5
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_aug_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_aug_snd_shoot
|
|||
|
snd_empty = weapons\aug\aug_empty, 0.7
|
|||
|
snd_reload = weapons\aug\aug_reload
|
|||
|
snd_silncer_shot = weapons\aug\aug_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
|
|||
|
[wpn_aug_a3_sounds]:wpn_aug_sounds
|
|||
|
snd_draw = weapons\aug\aug_a3_draw
|
|||
|
snd_reload = weapons\aug\aug_a3_reload
|
|||
|
snd_shoot_grenade = weapons\aug\aug_a3_shoot_grenade
|
|||
|
snd_reload_grenade = weapons\aug\aug_a3_reload_grenade
|
|||
|
snd_switch = weapons\aug\aug_a3_switch, 1.0, 0.5
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_l96_snd_shoot]
|
|||
|
snd_1_layer = weapons\l96a1\l96a1_shoot
|
|||
|
snd_2_layer = weapons\l96a1\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_l96_snd_silncer_shot]
|
|||
|
snd_1_layer = weapons\l96a1\l96a1_shot_sil
|
|||
|
snd_2_layer = weapons\l96a1\bolt
|
|||
|
|
|||
|
[wpn_l96a1_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_l96_snd_shoot
|
|||
|
snd_empty = weapons\generic_empty, 0.7
|
|||
|
snd_reload = weapons\l96a1\l96a1_reload
|
|||
|
snd_silncer_shot = wpn_l96_snd_silncer_shot
|
|||
|
snd_bore = $no_sound
|
|||
|
|
|||
|
[wpn_l96m_snd_shoot]
|
|||
|
snd_1_layer = weapons\l96a1\l96a1m_shoot
|
|||
|
snd_2_layer = weapons\l96a1\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_l96a1m_sounds]:base_sounds
|
|||
|
snd_shoot = wpn_l96m_snd_shoot
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_rpd_snd_shoot]
|
|||
|
snd_1_layer = weapons\rpd\rpd_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_rpd_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_rpd_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.5
|
|||
|
snd_reload = weapons\rpd\rpd_reload, 0.7
|
|||
|
snd_silncer_shot = weapons\$no_sound
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_rpk74_snd_shoot]
|
|||
|
snd_1_layer = weapons\rpk74\rpk74_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\ak_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\ak_distant
|
|||
|
|
|||
|
[wpn_rpk74_sounds]:wpn_ak_sounds
|
|||
|
snd_reload = weapons\rpk74\rpk74_reload
|
|||
|
snd_reload_empty = weapons\rpk74\rpk74_reload_empty
|
|||
|
snd_reload_misfire = weapons\rpk74\rpk74_unjam
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
snd_draw = weapons\rpk74\rpk74_draw
|
|||
|
snd_holster = weapons\generic\rifle_holster
|
|||
|
snd_shoot = wpn_rpk74_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_historic_empty, 0.5
|
|||
|
snd_shoot_grenade = weapons\gen_grenshoot
|
|||
|
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
|
|||
|
snd_switch = weapons\groza_switch, 1.0, 0.5
|
|||
|
snd_bore = weapons\generic\eastern_bore, 0.7
|
|||
|
snd_silncer_shot = weapons\rpk74\rpk74_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_rpk_snd_shoot]
|
|||
|
snd_1_layer = weapons\rpk\rpk_shoot
|
|||
|
snd_1_layer1 = weapons\rpk\rpk_shoot1
|
|||
|
snd_1_layer2 = weapons\rpk\rpk_shoot2
|
|||
|
snd_1_layer3 = weapons\rpk\rpk_shoot3
|
|||
|
snd_1_layer4 = weapons\rpk\rpk_shoot4
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\ak_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\ak_distant
|
|||
|
|
|||
|
[wpn_rpk_sounds]:wpn_rpk74_sounds
|
|||
|
snd_shoot = wpn_rpk_snd_shoot
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_ppsh41_snd_shoot]
|
|||
|
snd_1_layer = weapons\ppsh41\ppsh41_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_ppsh41_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic\rifle_historic_draw
|
|||
|
snd_holster = weapons\ppsh41\ppsh41_holster
|
|||
|
snd_shoot = wpn_ppsh41_snd_shoot
|
|||
|
snd_silncer_shot = weapons\silencers\silencer_9x19
|
|||
|
snd_empty = weapons\generic\rifle_historic_empty, 0.5
|
|||
|
snd_reload = weapons\ppsh41\ppsh41_reload
|
|||
|
snd_reload_empty = weapons\ppsh41\ppsh41_reload_empty
|
|||
|
ssnd_switch_mode = weapons\generic\switch_mode
|
|||
|
snd_bore = weapons\draw_silent
|
|||
|
snd_bore1 = weapons\draw_silent
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
|
|||
|
[wpn_beretta_snd_shoot]
|
|||
|
snd_1_layer = weapons\beretta\beretta_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_beretta_sounds]:base_sounds
|
|||
|
snd_draw = weapons\beretta\beretta_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_beretta_snd_shoot
|
|||
|
snd_empty = weapons\beretta\beretta_empty
|
|||
|
snd_reload = weapons\beretta\beretta_reload
|
|||
|
snd_reload_empty = weapons\beretta\beretta_reload_empty
|
|||
|
snd_close = weapons\beretta\beretta_close
|
|||
|
snd_silncer_shot = weapons\beretta\beretta_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_cz75_snd_shoot]
|
|||
|
snd_1_layer = weapons\cz75\cz75_shoot
|
|||
|
snd_1_layer1 = weapons\cz75\cz75_shoot1
|
|||
|
snd_1_layer2 = weapons\cz75\cz75_shoot2
|
|||
|
snd_1_layer3 = weapons\cz75\cz75_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_cz75_sounds]:wpn_beretta_sounds
|
|||
|
snd_shoot = wpn_cz75_snd_shoot
|
|||
|
snd_reload = weapons\cz75\cz75_reload
|
|||
|
snd_reload_empty = weapons\cz75\cz75_reload_empty
|
|||
|
|
|||
|
[wpn_cz75_auto_sounds]:wpn_cz75_sounds
|
|||
|
snd_reload = weapons\cz75\cz75_auto_reload
|
|||
|
snd_reload_empty = weapons\cz75\cz75_auto_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_cz52_snd_shoot]
|
|||
|
snd_1_layer = weapons\cz52\cz52_fire
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_cz52_sounds]:wpn_beretta_sounds
|
|||
|
snd_shoot = wpn_cz52_snd_shoot
|
|||
|
snd_draw = weapons\cz52\cz52_draw
|
|||
|
snd_empty = weapons\cz52\cz52_empty
|
|||
|
snd_reload = weapons\cz52\cz52_reload
|
|||
|
snd_reload_empty = weapons\cz52\cz52_reload_empty
|
|||
|
snd_reload_misfire = weapons\cz52\cz52_unjam
|
|||
|
snd_reload_grenade = weapons\gen_grenload
|
|||
|
snd_shoot_grenade = weapons\gen_grenshoot
|
|||
|
snd_switch = weapons\groza_switch
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_bm16_snd_shoot]
|
|||
|
snd_1_layer = weapons\bm16\bm16_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_bm16_sounds]:base_sounds
|
|||
|
snd_draw = weapons\bm16\bm16_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_bm16_snd_shoot
|
|||
|
snd_empty = weapons\bm16\bm16_empty
|
|||
|
snd_shoot_duplet = wpn_bm16_snd_shoot
|
|||
|
snd_shoot_1 = wpn_bm16_snd_shoot
|
|||
|
snd_reload_1 = weapons\bm16\bm16_reload_l_shorty
|
|||
|
snd_reload_misfire = weapons\bm16\bm16_unjam_shorty
|
|||
|
snd_reload = weapons\bm16\bm16_reload_lr_shorty
|
|||
|
|
|||
|
[wpn_bm16full_snd_shoot]
|
|||
|
snd_1_layer = weapons\bm16\bm16full_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_bm16full_sounds]:wpn_bm16_sounds
|
|||
|
snd_shoot = wpn_bm16full_snd_shoot
|
|||
|
snd_shoot_duplet = wpn_bm16full_snd_shoot
|
|||
|
snd_shoot_1 = wpn_bm16full_snd_shoot
|
|||
|
snd_reload = weapons\bm16\bm16_reload_lr
|
|||
|
snd_reload_1 = weapons\bm16\bm16_reload_l
|
|||
|
snd_reload_misfire = weapons\bm16\bm16_unjam
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_colt1911_snd_shoot]
|
|||
|
snd_1_layer = weapons\colt\colt_shoot
|
|||
|
snd_1_layer1 = weapons\colt\colt_shoot1
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_colt1911_sounds]:base_sounds
|
|||
|
snd_draw = weapons\colt\colt_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_colt1911_snd_shoot
|
|||
|
snd_empty = weapons\colt\colt_empty
|
|||
|
snd_reload = weapons\colt\colt_reload
|
|||
|
snd_reload_empty = weapons\colt\colt_reload_empty
|
|||
|
snd_close = weapons\colt\colt_close
|
|||
|
snd_silncer_shot = weapons\colt\colt_shot_sil
|
|||
|
|
|||
|
[wpn_kimber_sounds]:wpn_colt1911_sounds
|
|||
|
snd_reload = weapons\colt\kimber_reload
|
|||
|
snd_reload_empty = weapons\colt\kimber_reload_empty
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_desert_eagle_snd_shoot]
|
|||
|
snd_1_layer = weapons\de\de_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pkm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pkm_distant
|
|||
|
|
|||
|
[wpn_desert_eagle_sounds]:base_sounds
|
|||
|
snd_draw = weapons\de\de_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_desert_eagle_snd_shoot
|
|||
|
snd_empty = weapons\de\de_empty
|
|||
|
snd_reload = weapons\de\de_reload
|
|||
|
snd_reload_empty = weapons\de\de_reload_empty
|
|||
|
snd_close = weapons\de\de_close
|
|||
|
snd_silncer_shot = weapons\de\de_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mp412_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp412\mp412_shoot
|
|||
|
snd_1_layer1 = weapons\mp412\mp412_shoot1
|
|||
|
snd_1_layer2 = weapons\mp412\mp412_shoot2
|
|||
|
snd_1_layer3 = weapons\mp412\mp412_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_mp412_sounds]:wpn_desert_eagle_sounds
|
|||
|
snd_shoot = wpn_mp412_snd_shoot
|
|||
|
snd_reload = weapons\mp412\mp412_reload
|
|||
|
snd_reload_empty = weapons\mp412\mp412_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_fn2000_snd_shoot]
|
|||
|
snd_1_layer = weapons\fn2000\fn2000_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_fn2000_sounds]:base_sounds
|
|||
|
snd_draw = weapons\fn2000\fn2000_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_fn2000_snd_shoot
|
|||
|
snd_empty = weapons\fn2000\fn2000_empty, 0.8
|
|||
|
snd_reload = weapons\fn2000\fn2000_reload
|
|||
|
snd_silncer_shot = weapons\fn2000\fn2000_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_fn57_snd_shoot]
|
|||
|
snd_1_layer = weapons\fn57\fn57_shoot
|
|||
|
snd_1_layer1 = weapons\fn57\fn57_shoot1
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_fn57_sounds]:base_sounds
|
|||
|
snd_draw = weapons\fn57\fn57_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_fn57_snd_shoot
|
|||
|
snd_empty = weapons\hpsa\hpsa_empty
|
|||
|
snd_reload = weapons\glock\glock_reload
|
|||
|
snd_reload_empty = weapons\glock\glock_reload_empty
|
|||
|
snd_close = weapons\hpsa\hpsa_close
|
|||
|
snd_silncer_shot = weapons\fn57\fn57_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_fort_snd_shoot]
|
|||
|
snd_1_layer = weapons\fort\fort_shoot
|
|||
|
snd_1_layer1 = weapons\fort\fort_shoot1
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_fort_sounds]:base_sounds
|
|||
|
snd_shoot = wpn_fort_snd_shoot
|
|||
|
snd_empty = weapons\fort\fort_empty
|
|||
|
snd_close = weapons\fort\fort_close
|
|||
|
snd_silncer_shot = weapons\fort\fort_shot_sil
|
|||
|
snd_reload = weapons\grach\grach_reload
|
|||
|
snd_reload_empty = weapons\grach\grach_reload_empty
|
|||
|
snd_reload_misfire = weapons\tt33\tt33_unjam
|
|||
|
snd_draw = weapons\generic\pistol_draw
|
|||
|
snd_holster = weapons\generic\pistol_holster
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_glock_snd_shoot]
|
|||
|
snd_1_layer = weapons\glock\glock_shoot
|
|||
|
snd_1_layer1 = weapons\glock\glock_shoot1
|
|||
|
snd_1_layer2 = weapons\glock\glock_shoot2
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_glock_sounds]:base_sounds
|
|||
|
snd_draw = weapons\walther\walther_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_glock_snd_shoot
|
|||
|
snd_empty = weapons\walther\walther_empty
|
|||
|
snd_reload = weapons\glock\glock_reload
|
|||
|
snd_reload_empty = weapons\glock\glock_reload_empty
|
|||
|
snd_close = weapons\walther\walther_close
|
|||
|
snd_silncer_shot = weapons\glock\glock_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_gsh18_snd_shoot]
|
|||
|
snd_1_layer = weapons\gsh18\gsh18_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_gsh18_sounds]:base_sounds
|
|||
|
snd_draw = weapons\walther\walther_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_gsh18_snd_shoot
|
|||
|
snd_empty = weapons\walther\walther_empty, 0.8
|
|||
|
snd_reload = weapons\walther\walther_reload
|
|||
|
snd_reload_empty = weapons\walther\walther_reload_empty
|
|||
|
snd_silncer_shot = weapons\walther\walther_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_g3_snd_shoot]
|
|||
|
snd_1_layer = weapons\g3\g3_shoot
|
|||
|
snd_1_layer1 = weapons\g3\g3_shoot1
|
|||
|
snd_1_layer2 = weapons\g3\g3_shoot2
|
|||
|
snd_1_layer3 = weapons\g3\g3_shoot3
|
|||
|
snd_1_layer4 = weapons\g3\g3_shoot4
|
|||
|
snd_1_layer5 = weapons\g3\g3_shoot5
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_g3_sounds]:base_sounds
|
|||
|
snd_draw = weapons\mp5\mp5_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_g3_snd_shoot
|
|||
|
snd_empty = weapons\mp5\mp5_empty
|
|||
|
snd_reload = weapons\g3\g3_reload
|
|||
|
snd_silncer_shot = weapons\g3\g3_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
|
|||
|
[wpn_g3sg1_sounds]:wpn_g3_sounds
|
|||
|
;snd_reload = weapons\g3\g3sg1_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_g36_snd_shoot]
|
|||
|
snd_1_layer = weapons\g36\g36_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_g36_sounds]:base_sounds
|
|||
|
snd_draw = weapons\g36\g36_draw
|
|||
|
snd_holster = weapons\g36\g36_holster
|
|||
|
snd_shoot = wpn_g36_snd_shoot
|
|||
|
snd_empty = weapons\g36\g36_empty, 0.8
|
|||
|
snd_reload = weapons\g36\g36_reload
|
|||
|
snd_reload_empty = weapons\g36\g36_reload_empty
|
|||
|
snd_silncer_shot = weapons\g36\g36_shot_sil
|
|||
|
snd_shoot_grenade = weapons\ag36\ag36_grenshoot
|
|||
|
snd_reload_grenade = weapons\ag36\ag36_grenload,
|
|||
|
snd_switch = weapons\ag36\ag36_switch,
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_g36c_snd_shoot]
|
|||
|
snd_1_layer = weapons\g36c\g36c_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_g36c_sounds]:base_sounds
|
|||
|
snd_draw = weapons\g36c\g36c_draw
|
|||
|
snd_holster = weapons\g36c\g36c_holster
|
|||
|
snd_shoot = wpn_g36c_snd_shoot
|
|||
|
snd_empty = weapons\g36c\g36c_empty, 0.8
|
|||
|
snd_reload = weapons\g36c\g36c_reload
|
|||
|
snd_silncer_shot = weapons\g36c\g36c_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_g36k_snd_shoot]
|
|||
|
snd_1_layer = weapons\g36k\g36k_shoot
|
|||
|
snd_1_layer1 = weapons\g36k\g36k_shoot1
|
|||
|
snd_1_layer2 = weapons\g36k\g36k_shoot2
|
|||
|
snd_1_layer3 = weapons\g36k\g36k_shoot3
|
|||
|
snd_1_layer4 = weapons\g36k\g36k_shoot4
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_g36k_sounds]:base_sounds
|
|||
|
snd_draw = weapons\ak\ak_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_g36k_snd_shoot
|
|||
|
snd_reload = weapons\g36k\g36k_reload
|
|||
|
snd_silncer_shot = weapons\g36k\g36k_shot_sil
|
|||
|
snd_empty = weapons\g36c\g36c_empty
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_gauss_snd_shoot]
|
|||
|
snd_1_layer = weapons\gauss\gauss_shot
|
|||
|
snd_2_layer = weapons\gauss\gauss_wave
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\gauss_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\gauss_distant
|
|||
|
|
|||
|
[wpn_gauss_sounds]:base_sounds
|
|||
|
snd_draw = weapons\gauss\gauss_draw
|
|||
|
snd_holster = weapons\gauss\gauss_holster
|
|||
|
snd_shoot = wpn_gauss_snd_shoot
|
|||
|
snd_empty = weapons\gauss\gauss_empty
|
|||
|
snd_reload = weapons\gauss\gauss_reload
|
|||
|
snd_bore = weapons\mp5_bore
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_groza_snd_shoot]
|
|||
|
snd_1_layer = weapons\groza\groza_shoot
|
|||
|
snd_1_layer1 = weapons\groza\groza_shoot1
|
|||
|
snd_1_layer2 = weapons\groza\groza_shoot2
|
|||
|
snd_1_layer3 = weapons\groza\groza_shoot3
|
|||
|
snd_1_layer4 = weapons\groza\groza_shoot4
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_groza_sounds]:base_sounds
|
|||
|
snd_draw = weapons\groza\groza_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_groza_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty
|
|||
|
snd_reload = weapons\groza\groza_reload
|
|||
|
snd_reload_empty = weapons\groza\groza_reload_empty
|
|||
|
snd_shoot_grenade = weapons\GP30\GP30_grenshoot
|
|||
|
snd_reload_grenade = weapons\groza\groza_grenload
|
|||
|
snd_switch = weapons\groza\groza_switch
|
|||
|
snd_bore = weapons\draw_silent
|
|||
|
snd_silncer_shot = weapons\groza\groza_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_hpsa_snd_shoot]
|
|||
|
snd_1_layer = weapons\hpsa\hpsa_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_hpsa_sounds]:base_sounds
|
|||
|
snd_draw = weapons\hpsa\hpsa_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_hpsa_snd_shoot
|
|||
|
snd_empty = weapons\hpsa\hpsa_empty
|
|||
|
snd_reload = weapons\hpsa\hpsa_reload
|
|||
|
snd_reload_empty = weapons\hpsa\hpsa_reload_empty
|
|||
|
snd_close = weapons\hpsa\hpsa_close
|
|||
|
snd_silncer_shot = weapons\hpsa\hpsa_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_kiparis_snd_shoot]
|
|||
|
snd_1_layer = weapons\kiparis\kiparis_shoot
|
|||
|
snd_1_layer1 = weapons\kiparis\kiparis_shoot1
|
|||
|
snd_1_layer2 = weapons\kiparis\kiparis_shoot2
|
|||
|
snd_1_layer3 = weapons\kiparis\kiparis_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\mp5_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\mp5_distant
|
|||
|
|
|||
|
[wpn_kiparis_sounds]:base_sounds
|
|||
|
snd_draw = weapons\kiparis\kiparis_draw
|
|||
|
snd_holster = weapons\kiparis\kiparis_holster
|
|||
|
snd_silncer_shot = weapons\silencers\silencer_9x18
|
|||
|
snd_shoot = wpn_kiparis_snd_shoot
|
|||
|
snd_empty = weapons\mp5\mp5_empty
|
|||
|
snd_reload = weapons\kiparis\kiparis_reload
|
|||
|
snd_reload_empty = weapons\kiparis\kiparis_reload_empty
|
|||
|
snd_reload_misfire = weapons\kiparis\kiparis_unjam
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_l85_snd_shoot]
|
|||
|
snd_1_layer = weapons\l85\l85_shoot
|
|||
|
snd_1_layer1 = weapons\l85\l85_shoot1
|
|||
|
snd_1_layer2 = weapons\l85\l85_shoot2
|
|||
|
snd_1_layer3 = weapons\l85\l85_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_l85_sounds]:base_sounds
|
|||
|
snd_shoot = wpn_l85_snd_shoot
|
|||
|
snd_empty = weapons\l85\l85_empty, 0.7
|
|||
|
snd_draw = weapons\val\val_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_empty = weapons\_dryfire\556_dry_1
|
|||
|
snd_reload = weapons\l85\l85_reload
|
|||
|
snd_reload_empty = weapons\l85\l85_reload_empty
|
|||
|
snd_reload_misfire = weapons\l85\l85_unjam
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
snd_shoot_grenade = weapons\m203\m203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\m203_reload
|
|||
|
snd_switch = weapons\m203\M203_switch
|
|||
|
snd_silncer_shot = weapons\l85\l85_shot_sil
|
|||
|
|
|||
|
[wpn_mtar21_sounds]:wpn_l85_sounds
|
|||
|
snd_shoot = wpn_l85_snd_shoot
|
|||
|
snd_reload = weapons\mtar21\mtar21_reload
|
|||
|
snd_reload_empty = weapons\mtar21\mtar21_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_lr300_snd_shoot]
|
|||
|
snd_1_layer = weapons\lr300\lr300_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\lr300ml_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\lr300ml_distant
|
|||
|
|
|||
|
[wpn_lr300_sounds]:base_sounds
|
|||
|
snd_draw = weapons\lr300\lr300_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_lr300_snd_shoot
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.8
|
|||
|
snd_reload = weapons\lr300\lr300_reload
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload
|
|||
|
snd_switch = weapons\hk416\hk416_switch, 1.0, 0.5
|
|||
|
snd_silncer_shot = weapons\lr300\lr300_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_m14_snd_shoot]
|
|||
|
snd_1_layer = weapons\m14\m14_fire
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\scar_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\scar_distant
|
|||
|
|
|||
|
[wpn_m14_sounds]:base_sounds
|
|||
|
snd_draw = weapons\m14\m14_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_m14_snd_shoot
|
|||
|
snd_silncer_shot = weapons\m14\m14_suppressed
|
|||
|
snd_empty = weapons\gen_empty, 0.5
|
|||
|
snd_reload = weapons\m14\m14_reload
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload
|
|||
|
snd_switch = weapons\groza_switch, 1.0, 0.5
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_m4_snd_shoot]
|
|||
|
snd_1_layer = weapons\m16\m16_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_m4_sounds]:base_sounds
|
|||
|
snd_draw = weapons\lr300\lr300_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_m4_snd_shoot
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.8
|
|||
|
snd_reload = weapons\m4\m4_reload
|
|||
|
snd_reload_empty = weapons\m4\m4_reload_empty
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload2
|
|||
|
snd_switch = weapons\m4a1\m4a1_switch, 1.0, 0.5
|
|||
|
snd_silncer_shot = weapons\m4a1\m4a1_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.7
|
|||
|
;--------------------------------------
|
|||
|
[wpn_m4a1_snd_shoot]
|
|||
|
snd_1_layer = weapons\m4a1\m4a1_shoot
|
|||
|
snd_1_layer1 = weapons\m4a1\m4a1_shoot1
|
|||
|
snd_1_layer2 = weapons\m4a1\m4a1_shoot2
|
|||
|
snd_1_layer3 = weapons\m4a1\m4a1_shoot3
|
|||
|
snd_1_layer4 = weapons\m4a1\m4a1_shoot4
|
|||
|
snd_1_layer5 = weapons\m4a1\m4a1_shoot5
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_m4a1_sounds]:base_sounds
|
|||
|
snd_draw = weapons\lr300\lr300_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_m4a1_snd_shoot
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.8
|
|||
|
snd_reload = weapons\m4a1\m4a1_reload
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload2
|
|||
|
snd_switch = weapons\m4a1\m4a1_switch, 1.0, 0.5
|
|||
|
snd_silncer_shot = weapons\m4a1\m4a1_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_m16_snd_shoot]
|
|||
|
snd_1_layer = weapons\m16\m16_shoot
|
|||
|
snd_1_layer1 = weapons\m16\m16_shoot1
|
|||
|
snd_1_layer2 = weapons\m16\m16_shoot2
|
|||
|
snd_1_layer3 = weapons\m16\m16_shoot3
|
|||
|
snd_1_layer4 = weapons\m16\m16_shoot4
|
|||
|
snd_1_layer5 = weapons\m16\m16_shoot5
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_m16_sounds]:base_sounds
|
|||
|
snd_draw = weapons\lr300\lr300_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_m16_snd_shoot
|
|||
|
snd_reload = weapons\m16\m16_reload
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload2
|
|||
|
snd_switch = weapons\m4a1\m4a1_switch, 1.0, 0.5
|
|||
|
snd_silncer_shot = weapons\m4a1\m4a1_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.7
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_m60_sounds]:base_sounds ;-->
|
|||
|
snd_draw = weapons\m60\m60_draw
|
|||
|
snd_holster = weapons\m60\m60_holster
|
|||
|
snd_shoot = weapons\m60\m60_fire
|
|||
|
snd_empty = weapons\m60\m60_empty
|
|||
|
snd_reload = weapons\m60\m60_reload
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload
|
|||
|
snd_switch = weapons\groza_switch, 1.0, 0.5
|
|||
|
snd_bore = $no_sound
|
|||
|
snd_silncer_shot = weapons\w_ak74_shot1
|
|||
|
;--------------------------------------
|
|||
|
[wpn_m79_snd_shoot]
|
|||
|
snd_1_layer = weapons\m79\m79_shoot
|
|||
|
|
|||
|
[wpn_m79_sounds]:base_sounds ;-->
|
|||
|
snd_draw = weapons\generic_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_m79_snd_shoot
|
|||
|
snd_empty = weapons\generic_empty
|
|||
|
snd_reload = weapons\m79\m79_reload
|
|||
|
snd_reload_1 = weapons\m79\m79_reload
|
|||
|
snd_bore = $no_sound
|
|||
|
snd_open_weapon = $no_sound
|
|||
|
snd_add_cartridge = weapons\m79\m79_reload
|
|||
|
snd_close_weapon = $no_sound
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_m249_snd_shoot]
|
|||
|
snd_1_layer = weapons\m249\m249_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pkm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pkm_distant
|
|||
|
|
|||
|
[wpn_m249_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_m249_snd_shoot
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.7
|
|||
|
snd_reload = weapons\m249\m249_reload
|
|||
|
snd_silncer_shot = weapons\m249\m249_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mp7_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp7\mp7_fire
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\mp5_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\mp5_distant
|
|||
|
|
|||
|
[wpn_mp7_sounds]:base_sounds
|
|||
|
snd_draw = weapons\mp7\mp7_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_mp7_snd_shoot
|
|||
|
snd_empty = weapons\gen_empty, 0.5
|
|||
|
snd_reload = weapons\mp7\mp7_reload
|
|||
|
snd_shoot_grenade = weapons\gen_grenshoot
|
|||
|
snd_silncer_shot = weapons\mp7\mp7_suppressed
|
|||
|
snd_bore = weapons\no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_famas_snd_shoot]
|
|||
|
;snd_1_layer = weapons\famas\famasg2_shot
|
|||
|
snd_1_layer = weapons\famas\famas_shoot
|
|||
|
snd_1_layer1 = weapons\famas\famas_shoot1
|
|||
|
snd_1_layer2 = weapons\famas\famas_shoot2
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\lr300ml_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\lr300ml_distant
|
|||
|
|
|||
|
[wpn_famas_sounds]:wpn_lr300_sounds
|
|||
|
snd_draw = weapons\generic\rifle_draw
|
|||
|
snd_holster = weapons\generic\generic_holster
|
|||
|
snd_shoot = wpn_famas_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_modern_empty
|
|||
|
snd_reload = weapons\famas\famas_reload
|
|||
|
snd_switch = weapons\groza_switch
|
|||
|
snd_shoot_grenade = weapons\explo\grenade_launch_explo
|
|||
|
snd_reload_grenade = weapons\l85_grenload
|
|||
|
snd_bore = weapons\draw_silent
|
|||
|
snd_bore1 = weapons\mp5_bore
|
|||
|
snd_silncer_shot = weapons\famas\famasg2_silencer, 0.7
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mp443_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp443\mp443_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\mp5_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\mp5_distant
|
|||
|
|
|||
|
[wpn_mp443_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic\pistol_draw
|
|||
|
snd_holster = weapons\generic\pistol_holster
|
|||
|
snd_shoot = wpn_mp443_snd_shoot
|
|||
|
snd_empty = weapons\mp443\mp443_empty
|
|||
|
snd_reload = weapons\grach\grach_reload
|
|||
|
snd_reload_empty = weapons\grach\grach_reload_empty
|
|||
|
snd_reload_misfire = weapons\tt33\tt33_unjam
|
|||
|
snd_close = weapons\generic_close
|
|||
|
snd_silncer_shot = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mp5_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp5\mp5_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\mp5_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\mp5_distant
|
|||
|
|
|||
|
[wpn_mp5_sounds]:base_sounds
|
|||
|
snd_draw = weapons\mp5\mp5_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_mp5_snd_shoot
|
|||
|
snd_empty = weapons\mp5\mp5_empty
|
|||
|
snd_reload = weapons\mp5\mp5_reload
|
|||
|
snd_reload_empty = weapons\mp5\mp5_reload_empty
|
|||
|
snd_silncer_shot = weapons\mp5\mp5_shot_sil
|
|||
|
snd_bore = $no_sound
|
|||
|
|
|||
|
[wpn_mp5sd_sounds]:wpn_mp5_sounds
|
|||
|
snd_reload = weapons\mp5\mp5sd_reload
|
|||
|
snd_reload_empty = weapons\mp5\mp5sd_reload
|
|||
|
snd_shoot = weapons\mp5\mp5_shot_sil
|
|||
|
snd_silncer_shot = weapons\mp5\mp5sd_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_vz61_snd_shoot]
|
|||
|
snd_1_layer = weapons\vz61\vz61_shoot
|
|||
|
snd_1_layer1 = weapons\vz61\vz61_shoot1
|
|||
|
snd_1_layer2 = weapons\vz61\vz61_shoot2
|
|||
|
snd_1_layer3 = weapons\vz61\vz61_shoot3
|
|||
|
snd_1_layer4 = weapons\vz61\vz61_shoot1
|
|||
|
snd_1_layer5 = weapons\vz61\vz61_shoot2
|
|||
|
snd_1_layer6 = weapons\vz61\vz61_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_vz61_sounds]:base_sounds
|
|||
|
snd_draw = weapons\vz61\vz61_draw
|
|||
|
snd_holster = weapons\vz61\vz61_holster
|
|||
|
snd_empty = weapons\mp5\mp5_empty
|
|||
|
snd_shoot = wpn_vz61_snd_shoot
|
|||
|
snd_silncer_shot = weapons\vz61\vz61_shot_sil
|
|||
|
snd_reload = weapons\vz61\vz61_reload
|
|||
|
snd_reload_empty = weapons\vz61\vz61_reload_empty
|
|||
|
snd_reload_misfire = weapons\vz61\vz61_unjam
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_ump45_snd_shoot]
|
|||
|
snd_1_layer = weapons\ump45\ump45_shoot
|
|||
|
snd_1_layer1 = weapons\ump45\ump45_shoot1
|
|||
|
snd_1_layer2 = weapons\ump45\ump45_shoot2
|
|||
|
snd_1_layer3 = weapons\ump45\ump45_shoot3
|
|||
|
snd_1_layer4 = weapons\ump45\ump45_shoot4
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\mp5_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\mp5_distant
|
|||
|
|
|||
|
[wpn_ump45_sounds]:wpn_mp5_sounds
|
|||
|
snd_shoot = wpn_ump45_snd_shoot
|
|||
|
snd_silncer_shot = weapons\ump45\ump45_shot_sil
|
|||
|
snd_reload = weapons\ump45\ump45_reload
|
|||
|
snd_reload_empty = weapons\ump45\ump45_reload_empty
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_bizon_snd_shoot]
|
|||
|
snd_1_layer = weapons\bizon\bizon_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_bizon_sounds]:wpn_mp5_sounds
|
|||
|
snd_shoot = wpn_bizon_snd_shoot
|
|||
|
snd_reload = weapons\bizon\bizon_reload
|
|||
|
snd_reload_empty = weapons\bizon\bizon_reload
|
|||
|
snd_silncer_shot = weapons\bizon\bizon_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_p90_snd_shoot]
|
|||
|
snd_1_layer = weapons\p90\p90_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pkm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pkm_distant
|
|||
|
|
|||
|
[wpn_p90_sounds]:wpn_mp5_sounds
|
|||
|
snd_shoot = wpn_p90_snd_shoot
|
|||
|
snd_reload = weapons\p90\p90_reload
|
|||
|
snd_reload_empty = weapons\p90\p90_reload
|
|||
|
snd_silncer_shot = weapons\p90\p90_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_pp2000_snd_shoot]
|
|||
|
snd_1_layer = weapons\pp2000\pp2000_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_pp2000_sounds]:wpn_mp5_sounds
|
|||
|
snd_shoot = wpn_pp2000_snd_shoot
|
|||
|
snd_reload = weapons\pp2000\pp2000_reload
|
|||
|
snd_reload_empty = weapons\pp2000\pp2000_reload
|
|||
|
snd_silncer_shot = weapons\pp2000\pp2000_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_pkm_snd_shoot]
|
|||
|
snd_1_layer = weapons\pkm\pkm_shoot
|
|||
|
snd_1_layer1 = weapons\pkm\pkm_shoot1
|
|||
|
snd_1_layer2 = weapons\pkm\pkm_shoot2
|
|||
|
snd_1_layer3 = weapons\pkm\pkm_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pkm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pkm_distant
|
|||
|
|
|||
|
[wpn_pkm_sounds]:base_sounds
|
|||
|
snd_draw = weapons\pkm\pkm_draw
|
|||
|
snd_holster = weapons\pkm\pkm_holster
|
|||
|
snd_shoot = wpn_pkm_snd_shoot
|
|||
|
snd_empty = weapons\pkm\pkm_empty, 0.5
|
|||
|
snd_reload = weapons\pkm\pkm_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_pm_snd_shoot]
|
|||
|
snd_1_layer = weapons\pm\pm_shoot1
|
|||
|
snd_1_layer1 = weapons\pm\pm_shoot2
|
|||
|
snd_1_layer2 = weapons\pm\pm_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_pm_sounds]:base_sounds
|
|||
|
snd_draw = weapons\pm\pm_draw
|
|||
|
snd_holster = weapons\pm\pm_holster
|
|||
|
snd_shoot = wpn_pm_snd_shoot
|
|||
|
snd_empty = weapons\pm\pm_empty
|
|||
|
snd_reload = weapons\pm\pm_reload
|
|||
|
snd_reload_empty = weapons\pm\pm_reload_empty
|
|||
|
snd_reload_misfire = weapons\pm\pm_unjam
|
|||
|
snd_close = weapons\pm\pm_close
|
|||
|
snd_silncer_shot = weapons\pm\pm_shot_sil
|
|||
|
|
|||
|
[wpn_oc33_sounds]:wpn_pm_sounds
|
|||
|
snd_reload = weapons\oc33\oc33_reload
|
|||
|
snd_reload_empty = weapons\oc33\oc33_reload
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_aps_snd_shoot]
|
|||
|
snd_1_layer = weapons\aps\aps_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_aps_sounds]:wpn_pm_sounds
|
|||
|
snd_shoot = wpn_aps_snd_shoot
|
|||
|
snd_silncer_shot = weapons\aps\aps_shot_sil
|
|||
|
snd_reload = weapons\aps\aps_reload
|
|||
|
snd_reload_empty = weapons\aps\aps_reload_empty
|
|||
|
snd_draw = weapons\aps\aps_draw
|
|||
|
snd_holster = weapons\aps\aps_holster
|
|||
|
snd_reload_misfire = weapons\aps\aps_unjam
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_protecta_snd_shoot]
|
|||
|
snd_1_layer = weapons\protecta\protecta_shoot
|
|||
|
snd_1_layer1 = weapons\protecta\protecta_shoot1
|
|||
|
snd_1_layer2 = weapons\protecta\protecta_shoot2
|
|||
|
snd_1_layer3 = weapons\protecta\protecta_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_protecta_sounds]:base_sounds
|
|||
|
snd_draw = weapons\protecta\protecta_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_protecta_snd_shoot
|
|||
|
snd_empty = weapons\protecta\protecta_empty
|
|||
|
snd_reload = weapons\toz34_reload
|
|||
|
snd_shoot_duplet = weapons\toz34_shoot_both
|
|||
|
snd_open_weapon = $no_sound
|
|||
|
snd_add_cartridge = weapons\protecta\protecta_load
|
|||
|
snd_close_weapon = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_sig220_snd_shoot]
|
|||
|
snd_1_layer = weapons\sig220\sig220_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_sig220_sounds]:base_sounds
|
|||
|
snd_draw = weapons\sig220\sig220_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_sig220_snd_shoot
|
|||
|
snd_empty = weapons\sig220\sig220_empty
|
|||
|
snd_reload = weapons\sig220\sig220_reload
|
|||
|
snd_reload_empty = weapons\sig220\sig220_reload_empty
|
|||
|
snd_close = weapons\sig220\sig220_close
|
|||
|
snd_silncer_shot = weapons\sig220\sig220_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_saiga_snd_shoot]
|
|||
|
snd_1_layer = weapons\saiga\saiga_shoot
|
|||
|
snd_1_layer1 = weapons\saiga\saiga_shoot1
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_saiga_sounds]:wpn_ak_sounds
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_saiga_snd_shoot
|
|||
|
snd_reload = weapons\saiga\saiga_reload
|
|||
|
snd_reload_misfire = weapons\saiga\saiga_unjam
|
|||
|
snd_reload_empty = weapons\saiga\saiga_reload_empty
|
|||
|
snd_switch_mode = weapons\generic\switch_mode
|
|||
|
snd_silncer_shot = weapons\saiga\saiga_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_spas12_snd_shoot]
|
|||
|
snd_1_layer = weapons\spas12\spas12_shoot
|
|||
|
snd_1_layer1 = weapons\spas12\spas12_shoot1
|
|||
|
snd_1_layer2 = weapons\spas12\spas12_shoot2
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_spas12_sounds]:base_sounds
|
|||
|
snd_draw = weapons\spas12\spas12_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_spas12_snd_shoot
|
|||
|
snd_empty = weapons\spas12\spas12_empty
|
|||
|
snd_reload = weapons\spas12\spas12_insertshell
|
|||
|
snd_bore = $no_sound
|
|||
|
snd_open_weapon = $no_sound
|
|||
|
snd_add_cartridge = weapons\spas12\spas12_insertshell
|
|||
|
snd_close_weapon = weapons\spas12\spas12_pump
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_usas12_snd_shoot_2]
|
|||
|
snd_1_layer = weapons\usas12\usas12_shoot
|
|||
|
snd_1_layer1 = weapons\usas12\usas12_shoot1
|
|||
|
snd_1_layer2 = weapons\usas12\usas12_shoot2
|
|||
|
snd_1_layer3 = weapons\usas12\usas12_shoot3
|
|||
|
snd_1_layer4 = weapons\usas12\usas12_shoot4
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_usas12_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp133\mp133_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_usas12_sounds]:base_sounds
|
|||
|
snd_draw = weapons\spas12\spas12_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_usas12_snd_shoot
|
|||
|
snd_empty = weapons\spas12\spas12_empty
|
|||
|
snd_reload = weapons\usas12\usas12_reload
|
|||
|
snd_bore = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_m95_sounds]:base_sounds ;-->
|
|||
|
snd_draw = weapons\m95\m95_draw
|
|||
|
snd_holster = weapons\m95\m95_holster
|
|||
|
snd_shoot = weapons\m95\m95_shoot
|
|||
|
snd_empty = weapons\m95\m95_empty
|
|||
|
snd_reload = weapons\m95\m95_reload
|
|||
|
|
|||
|
[wpn_as50_sounds]:wpn_m95_sounds ;-->
|
|||
|
snd_shoot = weapons\as50\as50_shoot
|
|||
|
snd_shoot1 = weapons\as50\as50_shoot
|
|||
|
snd_shoot2 = weapons\as50\as50_shoot
|
|||
|
snd_reload = weapons\as50\as50_reload
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_m98b_snd_shoot]
|
|||
|
snd_1_layer = weapons\m98b\m98b_shoot
|
|||
|
snd_2_layer = weapons\m98b\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_m98b_snd_silncer_shot]
|
|||
|
snd_1_layer = weapons\m98b\m98b_shot_sil
|
|||
|
snd_2_layer = weapons\m98b\bolt
|
|||
|
|
|||
|
[wpn_m98b_sounds]:base_sounds
|
|||
|
snd_draw = weapons\m98b\m98b_draw
|
|||
|
snd_holster = weapons\m98b\m98b_holster
|
|||
|
snd_shoot = wpn_m98b_snd_shoot
|
|||
|
snd_empty = weapons\m98b\m98b_empty, 1.0, 0.06
|
|||
|
snd_reload = weapons\m98b\m98b_reload
|
|||
|
snd_silncer_shot = wpn_m98b_snd_silncer_shot
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_trg_snd_shoot]
|
|||
|
snd_1_layer = weapons\trg\trg42_shoot
|
|||
|
snd_2_layer = weapons\trg\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_trg_snd_silncer_shot]
|
|||
|
snd_1_layer = weapons\m98b\m98b_shot_sil
|
|||
|
snd_2_layer = weapons\trg\bolt
|
|||
|
|
|||
|
[wpn_trg_sounds]:wpn_m98b_sounds
|
|||
|
snd_draw = weapons\generic\rifle_draw_03
|
|||
|
snd_holster = weapons\generic\rifle_holster_02
|
|||
|
snd_shoot = wpn_trg_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_modern_empty, 0.5
|
|||
|
snd_reload = weapons\trg\trg42_reload
|
|||
|
snd_close = weapons\generic_close
|
|||
|
snd_bore = weapons\draw_silent
|
|||
|
snd_bore1 = weapons\draw_silent
|
|||
|
snd_silncer_shot = wpn_trg_snd_silncer_shot
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_sako_snd_shoot]
|
|||
|
snd_1_layer = weapons\sako\sako_shot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\ak_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\ak_distant
|
|||
|
|
|||
|
[wpn_sako_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic\eastern_draw
|
|||
|
snd_holster = weapons\sniper_holster ;weapons\generic\generic_holster
|
|||
|
snd_shoot = wpn_sako_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_historic_empty, 0.9
|
|||
|
snd_reload = weapons\sako\sako_reload
|
|||
|
snd_shoot_grenade = weapons\explo\grenade_launch_explo
|
|||
|
snd_reload_grenade = weapons\gp25_reload
|
|||
|
snd_switch = weapons\draw_silent
|
|||
|
snd_bore = weapons\draw_silent
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_sv98_sounds]:base_sounds
|
|||
|
snd_draw = weapons\sv98\sv98_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = weapons\sv98\sv98_shoot
|
|||
|
snd_empty = weapons\sv98\sv98_empty
|
|||
|
snd_reload = weapons\sv98\sv98_reload
|
|||
|
snd_silncer_shot = weapons\svd\svd_shot_sil
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_svd_snd_shoot]
|
|||
|
snd_1_layer = weapons\svd\svd_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_svd_sounds]:base_sounds
|
|||
|
snd_draw = weapons\svd\svd_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_svd_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.7
|
|||
|
snd_reload = weapons\svd\svd_reload
|
|||
|
snd_silncer_shot = weapons\svd\svd_shot_sil
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_mosin_snd_shoot]
|
|||
|
snd_1_layer = weapons\mosin\mosin_shoot
|
|||
|
snd_2_layer = weapons\mosin\bolt_new
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_mosin_snd_silncer_shot]
|
|||
|
snd_1_layer = weapons\svd\svd_shot_sil
|
|||
|
snd_2_layer = weapons\mosin\bolt_new
|
|||
|
|
|||
|
[wpn_mosin_sounds]:wpn_svd_sounds
|
|||
|
snd_draw = weapons\svd\svd_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_mosin_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.7
|
|||
|
snd_reload_misfire = weapons\mosin\mosin_unjam
|
|||
|
snd_reload = weapons\mosin\mosin_reload
|
|||
|
snd_silncer_shot = wpn_mosin_snd_silncer_shot
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_svt40_snd_shoot]
|
|||
|
snd_1_layer = weapons\svt40\svt40_shoot
|
|||
|
snd_1_layer1 = weapons\svt40\svt40_shoot1
|
|||
|
snd_1_layer2 = weapons\svt40\svt40_shoot2
|
|||
|
snd_1_layer3 = weapons\svt40\svt40_shoot3
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_svt40_sounds]:base_sounds
|
|||
|
snd_draw = weapons\svd\svd_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_svt40_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.7
|
|||
|
snd_reload = weapons\svt40\svt40_reload
|
|||
|
snd_reload_empty = weapons\svt40\svt40_reload_empty
|
|||
|
snd_reload_misfire = weapons\svt40\svt40_unjam
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
|
|||
|
[wpn_type63_sounds]:base_sounds ;-->
|
|||
|
snd_draw = weapons\type63\type63_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = weapons\type63\type63_shoot
|
|||
|
snd_reload = weapons\type63\type63_reload
|
|||
|
snd_empty = weapons\ak_empty, 0.7
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_sks_snd_shoot]
|
|||
|
snd_1_layer = weapons\sks\sks_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\ak_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\ak_distant
|
|||
|
|
|||
|
[wpn_sks_sounds]:base_sounds
|
|||
|
snd_draw = weapons\sks\sks_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_sks_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.7
|
|||
|
snd_reload = weapons\sks\sks_reload
|
|||
|
snd_reload_empty = weapons\sks\sks_reload_full
|
|||
|
snd_reload_misfire = weapons\sks\sks_unjam
|
|||
|
snd_close = weapons\generic_close
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_svu_snd_shoot]
|
|||
|
snd_1_layer = weapons\svu\svu_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_svu_sounds]:base_sounds
|
|||
|
snd_draw = weapons\svu\svu_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_svu_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.5
|
|||
|
snd_reload = weapons\svu\svu_reload
|
|||
|
snd_reload_empty = weapons\svu\svu_reload_empty
|
|||
|
snd_silncer_shot = weapons\svu\svu_shoot
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_tt33_snd_shoot]
|
|||
|
snd_1_layer = weapons\tt33\tt33_shoot
|
|||
|
snd_1_layer1 = weapons\tt33\tt33_shoot1
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_tt33_sounds]:wpn_colt1911_sounds
|
|||
|
snd_draw = weapons\generic\pistol_draw
|
|||
|
snd_holster = weapons\generic\pistol_holster
|
|||
|
snd_shoot = wpn_tt33_snd_shoot
|
|||
|
snd_reload = weapons\tt33\tt33_reload
|
|||
|
snd_reload_empty = weapons\tt33\tt33_reload_empty
|
|||
|
snd_reload_misfire = weapons\tt33\tt33_unjam
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_toz34_snd_shoot]
|
|||
|
snd_1_layer = weapons\toz34\toz34_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_toz34_snd_shoot_duplet]
|
|||
|
snd_1_layer = weapons\toz34\toz34_shoot_both
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_toz34_sounds]:base_sounds
|
|||
|
snd_draw = weapons\toz34\toz34_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_toz34_snd_shoot
|
|||
|
snd_empty = weapons\toz34\toz34_empty
|
|||
|
snd_reload = weapons\toz34\toz34_reload
|
|||
|
snd_shoot_duplet = wpn_toz34_snd_shoot_duplet
|
|||
|
snd_shoot_1 = wpn_toz34_snd_shoot
|
|||
|
snd_reload_1 = weapons\toz34\toz34_reload_one
|
|||
|
|
|||
|
[wpn_toz34_obrez_snd_shoot]
|
|||
|
snd_1_layer = weapons\toz34\toz34_shoot_sawnoff
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_toz34_obrez_snd_shoot_duplet]
|
|||
|
snd_1_layer = weapons\toz34\toz34_shoot_sawnoff_both
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\sawedoff_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\sawedoff_distant
|
|||
|
|
|||
|
[wpn_toz34_obrez_sounds]:wpn_toz34_sounds
|
|||
|
snd_shoot = wpn_toz34_snd_shoot ;wpn_toz34_obrez_snd_shoot
|
|||
|
snd_shoot_duplet = wpn_toz34_snd_shoot_duplet ;wpn_toz34_obrez_snd_shoot_duplet
|
|||
|
snd_reload = weapons\toz34\toz34_reload_obrez
|
|||
|
snd_reload_1 = weapons\toz34\toz34_reload_one_obrez
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_usp_snd_shoot]
|
|||
|
snd_1_layer = weapons\usp\usp_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_usp_sounds]:base_sounds
|
|||
|
snd_draw = weapons\usp\usp_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_usp_snd_shoot
|
|||
|
snd_empty = weapons\usp\usp_empty
|
|||
|
snd_reload = weapons\usp\usp_reload
|
|||
|
snd_reload_empty = weapons\usp\usp_reload_empty
|
|||
|
snd_close = weapons\usp\usp_close
|
|||
|
snd_silncer_shot = weapons\usp\usp_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_fnp45_snd_shoot]
|
|||
|
snd_1_layer = weapons\fnp45\fnp45_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\mp5_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\mp5_distant
|
|||
|
|
|||
|
[wpn_fnp45_sounds]:wpn_usp_sounds
|
|||
|
snd_draw = weapons\fnp45\fnp45_draw
|
|||
|
snd_shoot = wpn_fnp45_snd_shoot
|
|||
|
snd_reload = weapons\fnp45\fnp45_reload
|
|||
|
snd_reload_empty = weapons\fnp45\fnp45_reload_empty
|
|||
|
snd_silncer_shot = weapons\fnp45\fnp45_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_val_sounds]:base_sounds
|
|||
|
snd_draw = weapons\val\val_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = weapons\val\val_shoot
|
|||
|
snd_empty = weapons\val\val_empty, 0.8
|
|||
|
snd_reload = weapons\vintorez\vintorez_reload
|
|||
|
snd_reload_empty = weapons\vintorez\vintorez_reload_empty
|
|||
|
snd_silncer_shot = weapons\val\val_shoot
|
|||
|
snd_silncer_shot1 = weapons\val\val_shoot1
|
|||
|
|
|||
|
[wpn_vihr_sounds]:wpn_val_sounds
|
|||
|
snd_shoot = weapons\vihr\vihr_shoot
|
|||
|
snd_reload = weapons\vihr\vihr_reload
|
|||
|
snd_reload_empty = weapons\vihr\vihr_reload
|
|||
|
|
|||
|
[wpn_vintorez_sounds]:base_sounds
|
|||
|
snd_draw = weapons\vintorez\vintorez_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = weapons\vintorez\vintorez_shoot
|
|||
|
snd_shoot1 = weapons\vintorez\vintorez_shoot1
|
|||
|
snd_empty = weapons\vintorez\vintorez_empty, 0.8
|
|||
|
snd_reload = weapons\vintorez\vintorez_reload
|
|||
|
snd_reload_empty = weapons\vintorez\vintorez_reload_empty
|
|||
|
snd_silncer_shot = weapons\vintorez\vintorez_shoot
|
|||
|
snd_silncer_shot1 = weapons\vintorez\vintorez_shoot1
|
|||
|
snd_silncer_shot2 = weapons\vintorez\vintorez_shoot2
|
|||
|
snd_silncer_shot3 = weapons\vintorez\vintorez_shoot3
|
|||
|
|
|||
|
[wpn_vintorez_nimble_sounds]:base_sounds
|
|||
|
snd_draw = weapons\vintorez\vintorez_nimble_draw
|
|||
|
snd_holster = weapons\vintorez\vintorez_nimble_holster
|
|||
|
snd_reload_empty = weapons\vintorez\vintorez_nimble_reload_empty
|
|||
|
snd_reload = weapons\vintorez\vintorez_nimble_reload_empty
|
|||
|
snd_silncer_shot = weapons\vintorez\vintorez_nimble_shoot
|
|||
|
snd_silncer_shot1 = weapons\vintorez\vintorez_nimble_shoot1
|
|||
|
snd_silncer_shot2 = weapons\vintorez\vintorez_nimble_shoot2
|
|||
|
snd_silncer_shot3 = weapons\vintorez\vintorez_nimble_shoot3
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_vityaz_snd_shoot]
|
|||
|
snd_1_layer = weapons\vityaz\vityaz_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_vityaz_sounds]:base_sounds
|
|||
|
snd_draw = weapons\mp5\mp5_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_vityaz_snd_shoot
|
|||
|
snd_empty = weapons\ak_empty, 0.7
|
|||
|
snd_reload = weapons\vityaz\vityaz_reload
|
|||
|
snd_silncer_shot = weapons\vityaz\vityaz_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_vssk_snd_shoot]
|
|||
|
snd_1_layer = weapons\vssk\vssk_shot
|
|||
|
snd_2_layer = weapons\vssk\bolt
|
|||
|
|
|||
|
[wpn_vssk_sounds]:wpn_svd_sounds
|
|||
|
snd_draw = weapons\sv98\sv98_draw ;weapons\vintorez\vintorez_draw
|
|||
|
snd_shoot = wpn_vssk_snd_shoot
|
|||
|
snd_empty = weapons\vintorez\vintorez_empty, 0.8
|
|||
|
snd_reload = weapons\vssk\vssk_reload, 0.7
|
|||
|
snd_silncer_shot = wpn_vssk_snd_shoot
|
|||
|
;--------------------------------------
|
|||
|
[wpn_9a91_snd_shoot]
|
|||
|
snd_1_layer = weapons\9a91\9a91_shoot
|
|||
|
snd_1_layer1 = weapons\9a91\9a91_shoot1
|
|||
|
snd_1_layer2 = weapons\9a91\9a91_shoot2
|
|||
|
snd_1_layer3 = weapons\9a91\9a91_shoot3
|
|||
|
snd_1_layer4 = weapons\9a91\9a91_shoot4
|
|||
|
snd_1_layer5 = weapons\9a91\9a91_shoot5
|
|||
|
snd_1_layer6 = weapons\9a91\9a91_shoot6
|
|||
|
snd_1_layer7 = weapons\9a91\9a91_shoot7
|
|||
|
snd_1_layer8 = weapons\9a91\9a91_shoot8
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_9a91_sounds]:wpn_val_sounds
|
|||
|
snd_shoot = wpn_9a91_snd_shoot
|
|||
|
snd_reload = weapons\9a91\9a91_reload
|
|||
|
snd_reload_empty = weapons\9a91\9a91_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_vsk94_sounds]:wpn_val_sounds
|
|||
|
snd_shoot = weapons\vsk94\vsk94_shoot
|
|||
|
snd_reload = weapons\9a91\9a91_reload
|
|||
|
snd_reload_empty = weapons\9a91\9a91_reload
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_wa2000_snd_shoot]
|
|||
|
snd_1_layer = weapons\wa2000\wa2000_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_wa2000_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_wa2000_snd_shoot
|
|||
|
snd_empty = weapons\gen_empty, 0.5
|
|||
|
snd_reload = weapons\wa2000\wa2000_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_walther_snd_shoot]
|
|||
|
snd_1_layer = weapons\walther\walther_shoot
|
|||
|
snd_1_layer1 = weapons\walther\walther_shoot1
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_walther_sounds]:base_sounds
|
|||
|
snd_draw = weapons\walther\walther_draw
|
|||
|
snd_holster = weapons\pistol_holster
|
|||
|
snd_shoot = wpn_walther_snd_shoot
|
|||
|
snd_empty = weapons\walther\walther_empty
|
|||
|
snd_reload = weapons\walther\walther_reload
|
|||
|
snd_reload_empty = weapons\walther\walther_reload_empty
|
|||
|
snd_close = weapons\walther\walther_close
|
|||
|
snd_silncer_shot = weapons\walther\walther_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_winchester1300_snd_shoot]
|
|||
|
snd_1_layer = weapons\mossberg\mossberg_shoot
|
|||
|
snd_2_layer = weapons\mossberg\pump
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_winchester1300_snd_shoot_duplet]
|
|||
|
snd_1_layer = weapons\mossberg\mossberg_shoot
|
|||
|
snd_2_layer = weapons\mossberg\pump
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_winchester1300_sounds]:base_sounds
|
|||
|
snd_close_weapon = weapons\toz194\toz194_draw
|
|||
|
snd_reload_misfire = weapons\remington870\remington870_unjam
|
|||
|
snd_bore = weapons\remington870\remington870_unjam
|
|||
|
snd_open_weapon = weapons\generic\rifle_historic_draw
|
|||
|
snd_shoot = wpn_winchester1300_snd_shoot
|
|||
|
snd_empty = weapons\w1300\w1300_empty
|
|||
|
snd_reload = weapons\toz34_reload
|
|||
|
snd_shoot_duplet = wpn_winchester1300_snd_shoot_duplet
|
|||
|
snd_add_cartridge = weapons\w1300\w1300_load
|
|||
|
snd_draw = weapons\toz194\toz194_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mossberg_snd_shoot]
|
|||
|
snd_1_layer = weapons\mossberg\mossberg_shoot
|
|||
|
snd_2_layer = weapons\mossberg\pump
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_mossberg_sounds]:wpn_winchester1300_sounds
|
|||
|
snd_close_weapon = weapons\toz194\toz194_draw
|
|||
|
snd_reload_misfire = weapons\remington870\remington870_unjam
|
|||
|
snd_bore = weapons\remington870\remington870_unjam
|
|||
|
snd_shoot = wpn_mossberg_snd_shoot
|
|||
|
snd_empty = weapons\mossberg\mossberg_empty
|
|||
|
snd_reload = weapons\mossberg\mossberg_reload
|
|||
|
snd_open_weapon = $no_sound
|
|||
|
snd_add_cartridge = weapons\mossberg\mossberg_reload
|
|||
|
snd_draw = weapons\toz194\toz194_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_toz194_snd_shoot]
|
|||
|
snd_1_layer = weapons\toz194\toz194_shoot
|
|||
|
snd_2_layer = weapons\toz194\toz194_pump
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_toz194_sounds]:wpn_mossberg_sounds
|
|||
|
snd_draw = weapons\toz194\toz194_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_toz194_snd_shoot
|
|||
|
snd_empty = weapons\mossberg\mossberg_empty
|
|||
|
snd_reload = weapons\toz194\toz194_shell
|
|||
|
snd_close_weapon = weapons\toz194\toz194_draw
|
|||
|
snd_reload_misfire = weapons\remington870\remington870_unjam
|
|||
|
snd_bore = weapons\remington870\remington870_unjam
|
|||
|
snd_open_weapon = weapons\generic\rifle_historic_draw
|
|||
|
snd_add_cartridge = weapons\toz194\toz194_shell
|
|||
|
snd_close_weapon = weapons\toz194\toz194_draw
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_remington870_snd_shoot]
|
|||
|
snd_1_layer = weapons\remington870\remington870_shot
|
|||
|
snd_2_layer = weapons\remington870\pump
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_remington870_sounds]:wpn_winchester1300_sounds
|
|||
|
snd_shoot = wpn_remington870_snd_shoot
|
|||
|
snd_close_weapon = weapons\toz194\toz194_draw
|
|||
|
snd_reload_misfire = weapons\remington870\remington870_unjam
|
|||
|
snd_bore = weapons\remington870\remington870_unjam
|
|||
|
snd_draw = weapons\toz194\toz194_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mp133_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp133\mp133_shoot
|
|||
|
snd_2_layer = weapons\mp133\pump
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_mp133_sounds]:wpn_winchester1300_sounds
|
|||
|
snd_draw = weapons\mp133\mp133_draw
|
|||
|
snd_shoot = wpn_mp133_snd_shoot
|
|||
|
snd_empty = weapons\mp133\mp133_empty
|
|||
|
snd_reload = weapons\mp133\mp133_reload_end
|
|||
|
snd_shoot_duplet = weapons\mp133\mp133_shoot
|
|||
|
snd_add_cartridge = weapons\mp133\mp133_reload
|
|||
|
snd_close_weapon = weapons\mp133\mp133_reload_end
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_mp153_snd_shoot]
|
|||
|
snd_1_layer = weapons\mp153\mp153_shoot
|
|||
|
snd_1_layer1 = weapons\mp153\mp153_shoot1
|
|||
|
snd_1_layer2 = weapons\mp153\mp153_shoot2
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\saiga_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\saiga_distant
|
|||
|
|
|||
|
[wpn_mp153_sounds]:wpn_spas12_sounds
|
|||
|
snd_draw = weapons\spas12\spas12_draw ;weapons\mp153\mp153_draw
|
|||
|
snd_holster = weapons\shotgun_holster
|
|||
|
snd_shoot = wpn_mp153_snd_shoot
|
|||
|
snd_empty = weapons\gen_empty
|
|||
|
snd_reload = weapons\mp153\mp153_insertshell
|
|||
|
snd_bore = $no_sound
|
|||
|
snd_open_weapon = $no_sound
|
|||
|
snd_add_cartridge = weapons\mp153\mp153_insertshell
|
|||
|
snd_close_weapon = $no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_hk416_snd_shoot]
|
|||
|
snd_1_layer = weapons\hk416\hk416_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pkm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pkm_distant
|
|||
|
|
|||
|
[wpn_hk416_sounds]:wpn_m4_sounds
|
|||
|
snd_shoot = wpn_hk416_snd_shoot
|
|||
|
snd_reload = weapons\hk416\hk416_reload
|
|||
|
snd_reload_empty = weapons\hk416\hk416_reload
|
|||
|
snd_switch = weapons\hk416\hk416_switch, 1.0, 0.5
|
|||
|
snd_reload_grenade = weapons\m203\M203_reload3
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_hk417_sounds]:wpn_m4_sounds ;-->
|
|||
|
snd_draw = weapons\hk417\hk417_draw
|
|||
|
snd_shoot = weapons\hk417\hk417_fire
|
|||
|
snd_silncer_shot = weapons\hk417\hk417_suppressed
|
|||
|
snd_reload = weapons\hk417\hk417_reload
|
|||
|
snd_reload_empty = weapons\hk417\hk417_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_xm8_snd_shoot]
|
|||
|
snd_1_layer = weapons\xm8\xm8_shoot, 0.5
|
|||
|
snd_1_layer1 = weapons\xm8\xm8_shoot1, 0.5
|
|||
|
snd_1_layer2 = weapons\xm8\xm8_shoot2, 0.5
|
|||
|
snd_1_layer3 = weapons\xm8\xm8_shoot3, 0.5
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\groza_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\groza_distant
|
|||
|
|
|||
|
[wpn_xm8_sounds]:wpn_g36_sounds
|
|||
|
snd_shoot = wpn_xm8_snd_shoot
|
|||
|
snd_reload = weapons\xm8\xm8_reload
|
|||
|
snd_silncer_shot = weapons\xm8\xm8_shoot_sil, 0.5
|
|||
|
snd_reload_empty = weapons\xm8\xm8_reload
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_apb_snd_shoot]
|
|||
|
snd_1_layer = weapons\apb\apb_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\pm_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\pm_distant
|
|||
|
|
|||
|
[wpn_apb_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic\pistol_draw
|
|||
|
snd_holster = weapons\generic\pistol_holster
|
|||
|
snd_shoot = wpn_apb_snd_shoot
|
|||
|
snd_empty = weapons\generic\pistol_empty
|
|||
|
snd_reload = weapons\apb\apb_reload
|
|||
|
snd_close = weapons\generic_close
|
|||
|
snd_silncer_shot = weapons\apb\apb_shoot_sil
|
|||
|
snd_bore = weapons\no_sound
|
|||
|
snd_bore1 = weapons\no_sound
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
;-- STCoP 3.0
|
|||
|
[wpn_ash12_snd_shoot]
|
|||
|
snd_1_layer = weapons\hk417\hk417_fire
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\scar_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\scar_distant
|
|||
|
|
|||
|
[wpn_ash12_sounds]:wpn_vssk_sounds
|
|||
|
;snd_shoot = weapons\ash12\ash12_shoot
|
|||
|
;snd_shoot1 = weapons\ash12\ash12_shoot
|
|||
|
snd_shoot = wpn_ash12_snd_shoot
|
|||
|
snd_empty = weapons\sig550\sig550_empty
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_sig550_snd_shoot]
|
|||
|
snd_1_layer = weapons\sig550\sig550_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\g3sg1_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\g3sg1_distant
|
|||
|
|
|||
|
[wpn_sig550_sounds]:base_sounds
|
|||
|
snd_draw = weapons\sv98\sv98_draw ;weapons\sig550\sig550_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_sig550_snd_shoot
|
|||
|
snd_empty = weapons\sig550\sig550_empty
|
|||
|
snd_reload = weapons\sig550\sig550_reload
|
|||
|
snd_reload_empty = weapons\sig550\sig550_reload_empty
|
|||
|
snd_silncer_shot = weapons\sig550\sig550_shot_sil
|
|||
|
snd_shoot_grenade = weapons\m203\M203_grenshoot
|
|||
|
snd_reload_grenade = weapons\sig550\sig550_grenload
|
|||
|
snd_switch = $no_sound
|
|||
|
snd_bore = $no_sound
|
|||
|
|
|||
|
[wpn_sig550_sniper_sounds]:wpn_sig550_sounds
|
|||
|
snd_silncer_shot = weapons\sig550\sig550_sniper_shot_sil
|
|||
|
|
|||
|
[wpn_sig552_sounds]:wpn_sig550_sounds
|
|||
|
snd_reload = weapons\sig552\sig552_reload
|
|||
|
snd_reload_empty = weapons\sig552\sig552_reload
|
|||
|
|
|||
|
[wpn_fal_sounds]:base_sounds
|
|||
|
snd_draw = weapons\sig550\sig550_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_sig550_snd_shoot
|
|||
|
snd_empty = weapons\sig550\sig550_empty
|
|||
|
snd_reload = weapons\fal\fal_reload
|
|||
|
snd_silncer_shot = weapons\sig550\sig550_shot_sil
|
|||
|
|
|||
|
[wpn_fnc_sounds]:base_sounds
|
|||
|
snd_draw = weapons\sig550\sig550_draw
|
|||
|
snd_holster = weapons\rifle_holster
|
|||
|
snd_shoot = wpn_sig550_snd_shoot
|
|||
|
snd_empty = weapons\sig550\sig550_empty
|
|||
|
snd_reload = weapons\ak101\ak101_reload
|
|||
|
snd_silncer_shot = weapons\sig550\sig550_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_scar_snd_shoot]
|
|||
|
snd_1_layer = weapons\scar\scar_shoot
|
|||
|
snd_1_layer1 = weapons\scar\scar_shoot1
|
|||
|
snd_1_layer2 = weapons\scar\scar_shoot2
|
|||
|
snd_1_layer3 = weapons\scar\scar_shoot3
|
|||
|
snd_1_layer4 = weapons\scar\scar_shoot4
|
|||
|
snd_1_layer5 = weapons\scar\scar_shoot5
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\scar_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\scar_distant
|
|||
|
|
|||
|
[wpn_scar_sounds]:wpn_sig550_sounds
|
|||
|
snd_shoot = wpn_scar_snd_shoot
|
|||
|
snd_reload = weapons\scar\scar_reload
|
|||
|
snd_reload_empty = weapons\scar\scar_reload
|
|||
|
snd_reload_grenade = weapons\m203\m203_reload2
|
|||
|
snd_silncer_shot = weapons\scar\scar_shot_sil
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_fort500_sounds]:wpn_mossberg_sounds ;--?
|
|||
|
snd_shoot = wpn_mossberg_snd_shoot ;weapons\fort500\fort500_shoot
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_m82_snd_shoot]
|
|||
|
snd_1_layer = weapons\m82\m82_shoot
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\svd_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\svd_distant
|
|||
|
|
|||
|
[wpn_m82_sounds]:base_sounds
|
|||
|
snd_draw = weapons\m98b\m98b_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = wpn_m82_snd_shoot
|
|||
|
snd_empty = weapons\m82\m82_empty
|
|||
|
snd_reload = weapons\m82\m82_reload_1
|
|||
|
snd_close = weapons\generic_close
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_sr25_sounds]:wpn_m16_sounds
|
|||
|
snd_draw = weapons\sv98\sv98_draw
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
[wpn_m24_snd_shoot]
|
|||
|
snd_1_layer = weapons\m24\m24_shoot
|
|||
|
snd_2_layer = weapons\m24\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_m24_snd_silncer_shot]
|
|||
|
snd_1_layer = weapons\m4a1\m4a1_shot_sil
|
|||
|
snd_2_layer = weapons\m24\bolt
|
|||
|
|
|||
|
[w_remington700_snd_shoot]
|
|||
|
snd_1_layer = weapons\m24\m24_shoot
|
|||
|
snd_2_layer = weapons\remington700\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_remington700_sounds]:base_sounds
|
|||
|
snd_draw = weapons\lr300\lr300_draw
|
|||
|
snd_holster = weapons\sniper_holster
|
|||
|
snd_shoot = w_remington700_snd_shoot
|
|||
|
snd_empty = weapons\lr300\lr300_empty, 0.8
|
|||
|
snd_reload = weapons\remington700\reload
|
|||
|
snd_silncer_shot = wpn_m24_snd_silncer_shot
|
|||
|
snd_bore = $no_sound
|
|||
|
|
|||
|
[wpn_m24_sounds]:base_sounds ;--?
|
|||
|
snd_draw = weapons\sv98\sv98_draw ;weapons\m24\m24_draw
|
|||
|
snd_holster = weapons\sniper_holster ;weapons\generic\rifle_holster
|
|||
|
snd_shoot = wpn_m24_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_modern_empty, 0.5
|
|||
|
snd_reload = weapons\m24\m24_reload
|
|||
|
snd_close = weapons\generic_close
|
|||
|
snd_bore = weapons\draw_silent
|
|||
|
snd_bore1 = weapons\draw_silent
|
|||
|
snd_silncer_shot = weapons\silencers\silencer_762x51
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_g43_snd_shoot]
|
|||
|
snd_1_layer = weapons\k98\kar98k_shoot ;weapons\g43\g43_shoot, 0.7
|
|||
|
snd_2_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_3_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_g43_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic\rifle_draw
|
|||
|
snd_holster = weapons\generic\rifle_historic_holster
|
|||
|
snd_shoot = wpn_g43_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_historic_empty, 0.7
|
|||
|
snd_reload = weapons\g43\g43_reload
|
|||
|
snd_close = weapons\g43\g43_close
|
|||
|
snd_bore = weapons\g43\g43_draw_silent
|
|||
|
snd_bore1 = weapons\g43\g43_bore
|
|||
|
|
|||
|
;--------------------------------------
|
|||
|
|
|||
|
[wpn_k98_snd_shoot]
|
|||
|
snd_1_layer = weapons\k98\kar98k_shoot
|
|||
|
snd_2_layer = weapons\k98\bolt
|
|||
|
snd_3_layer = weapons\_distance_shooting_mid\l96_distant
|
|||
|
snd_4_layer = weapons\_distance_shooting_far\l96_distant
|
|||
|
|
|||
|
[wpn_k98_snd_silncer_shot]
|
|||
|
snd_1_layer = weapons\saiga\sayga12_sil
|
|||
|
snd_2_layer = weapons\k98\bolt
|
|||
|
|
|||
|
[wpn_k98_sounds]:base_sounds
|
|||
|
snd_draw = weapons\generic\rifle_historic_draw
|
|||
|
snd_holster = weapons\generic\rifle_historic_holster
|
|||
|
snd_shoot = wpn_k98_snd_shoot
|
|||
|
snd_empty = weapons\generic\rifle_historic_empty, 0.5
|
|||
|
snd_reload = weapons\k98\kar98k_reload
|
|||
|
snd_shoot_duplet = wpn_k98_snd_shoot
|
|||
|
snd_open_weapon = weapons\k98\kar98k_reload_start
|
|||
|
snd_add_cartridge = weapons\k98\kar98k_reload
|
|||
|
snd_close_weapon = weapons\k98\kar98k_reload_end
|
|||
|
snd_silncer_shot = wpn_k98_snd_silncer_shot
|