Various Changes; Updated and Added Mods

This commit is contained in:
2024-03-27 00:55:00 -04:00
parent 8abddf23c7
commit 46265b6fcc
2193 changed files with 23397 additions and 56583 deletions
@@ -0,0 +1,25 @@
![escape_sr_rupor_mlr_sound]
type = 3d
path = characters_voice\scenario\escape\megafon_
shuffle = loop
idle = 5,15,100
![escape_sr_rupor_mlr_alarm]
type = 3d
path = characters_voice\scenario\escape\megafon_alarm_
shuffle = rnd
idle = 0,0,100
[escape_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_esc_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l01_escape
[escape_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_esc_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l01_escape
@@ -0,0 +1,5 @@
[mar_smart_terrain_base_radio_mlr]
type = 3d
path = mlr\marsh\marsh_radio_
shuffle = loop
idle = 5,15,100
@@ -0,0 +1,5 @@
![mil_freebase_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = loop
idle = 5,15,100
@@ -0,0 +1,34 @@
[ros_climb_sound_1]
type = 3d
path = material\human\step\metal_plate1
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_2]
type = 3d
path = material\human\step\metal_plate2
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_3]
type = 3d
path = material\human\step\metal_plate3
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_4]
type = 3d
path = material\human\step\metal_plate4
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
;[ros_open_door]
;type = 3d
;path = device\door_start
;shuffle = seq
;idle = 5,15,100
;levels = l06_rostok
@@ -0,0 +1,20 @@
[yan_sci_tech_sounds]
type = looped ;3d
path = ambient\background\yantar\device_hum_0
shuffle = loop
idle = 3,5,100
levels = l08_yantar
[yan_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_yan_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l08_yantar
[yan_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_yan_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l08_yantar
@@ -1,10 +1,10 @@
![kovalsky_surge_phase_1] ;-- agr_blowout_siren
type = 3d ;actor
;![kovalsky_surge_phase_1] ;-- agr_blowout_siren
;type = 3d ;actor
;npc_prefix = false
path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
shuffle = rnd
idle = 3,5,100
levels = l03_agroprom
;path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
;shuffle = rnd
;idle = 3,5,100
;levels = l03_agroprom
;![agr_army_alarm] ;-- needs to be converted to the game engine.
;type = 3d
@@ -19,3 +19,12 @@ levels = l03_agroprom
;shuffle = rnd
;idle = 0,0,100
;levels = l03_agroprom
![kovalsky_surge_phase_1] ;-- agr_blowout_siren
type = 3d
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
shuffle = seq
idle = 0,0,0
levels = l03_agroprom
@@ -1,13 +1,13 @@
[bar_blowout_siren]
[bar_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_bar
path = ambient\blowout\blowout_siren_bar_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l05_bar
[bar_blowout_siren_1]
[bar_blowout_siren_2]
type = 3d
path = ambient\blowout\blowout_siren_bar1
path = ambient\blowout\blowout_siren_bar_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l05_bar