Various New Mods; Updated and Removed Mods
Fixed: - PDA map colors not matching - Aydin's Grass Tweaks mismatch - Hax Bolt Reanimation being overridden Updated: - Atmospherics Removed: - Dialog Dynamic UI (Included in EGUI) - Developer Mod Installations (Unnecessary bloat)
This commit is contained in:
@@ -0,0 +1,344 @@
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[postprocess_base]
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pp_eff_name = radiation.ppe
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duality_h = .015
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duality_v = .015
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blur = 1
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gray = .0
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noise = .01
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noise_scale = 1
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noise_color = 255,255,255,70
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[postprocess_anomaly]
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pp_eff_name = radiation.ppe
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duality_h = 0
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duality_v = 0
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blur = 1
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gray = .7 ;.9
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noise = .2 ;.5
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noise_scale = 1
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noise_color = 155,155,155,70
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;-------------------------------------------------------------------------------
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; New zone postprocess
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;-------------------------------------------------------------------------------
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[postprocess_steam_mine]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = steam_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_acidic]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = acidic.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_acidic_mine]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = acidic_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_thermal]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = thermal.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_thermal_mine]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = thermal_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_rad]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = radiation.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_psi]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = psi.ppe
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radius_min = 0.3
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radius_max = 1.0
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[psy_antenna]
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pp_eff_name = psi.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_death]
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pp_eff_name = death.ppe
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radius_min = 0.5
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radius_max = 1.1
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[postprocess_flame]
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pp_eff_name = flame.ppe
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radius_min = 0.5
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radius_max = 0.8
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[postprocess_fuzz]
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pp_eff_name = fuzz.ppe
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radius_min = 0.5
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radius_max = 0.8
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[postprocess_gravi]
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pp_eff_name = gravi.ppe
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radius_min = 0.8
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radius_max = 1.4
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[postprocess_gravi_mine]
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pp_eff_name = gravi_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_electra]
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pp_eff_name = electra.ppe
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radius_min = 0.5
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radius_max = 0.9
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[postprocess_electra_mine]
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pp_eff_name = electra_mine.ppe
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radius_min = 0.3
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radius_max = 1.0
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[mosquito_bald]
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pp_eff_name = mosquito_bald.ppe
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radius_min = 0.2
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radius_max = 2.7
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[postprocess_gas]
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pp_eff_name = alcohol.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_new]
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pp_eff_name = radiation.ppe
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radius_min = 0.5
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radius_max = 1.1
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;-------------------------------------------------------------------------------
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[effector_alcohol]
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pp_eff_name = alcohol.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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cam_eff_name = camera_effects\drunk.anm
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cam_eff_cyclic = 1
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[alcohol]
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pp_eff_name = alcohol.ppe
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pp_eff_overlap = true
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pp_eff_cyclic = 0
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cam_eff_name = camera_effects\drunk.anm
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cam_eff_cyclic = 0
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radius_min = 0.7
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radius_max = 1.1
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[effector_explode_hit]
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cam_eff_cyclic = 0
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cam_eff_name = camera_effects\shell_shock.anm
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cam_eff_hud_affect = true
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[effector_fire_hit]
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pp_eff_name = fire_hit.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = true
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cam_eff_cyclic = 0
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[effector_fire_hit_0]:effector_fire_hit
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cam_eff_name = camera_effects\hit_front.anm
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[effector_fire_hit_1]:effector_fire_hit
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cam_eff_name = camera_effects\hit_right.anm
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[effector_fire_hit_2]:effector_fire_hit
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cam_eff_name = camera_effects\hit_back.anm
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[effector_fire_hit_3]:effector_fire_hit
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cam_eff_name = camera_effects\hit_left.anm
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[effector_fire_hit_4]:effector_fire_hit
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cam_eff_name = camera_effects\hit_front_left.anm
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[effector_fire_hit_5]:effector_fire_hit
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cam_eff_name = camera_effects\hit_back_left.anm
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[effector_fire_hit_6]:effector_fire_hit
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cam_eff_name = camera_effects\hit_front_right.anm
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[effector_fire_hit_7]:effector_fire_hit
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cam_eff_name = camera_effects\hit_back_right.anm
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[snd_shock_effector]
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;pp_eff_name = duality_circle.ppe
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pp_eff_name = snd_shock.ppe
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pp_eff_overlap = true
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pp_eff_cyclic = 1
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[effector_controller_aura]
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pp_eff_name = controller_hit.ppe
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pp_eff_overlap = true
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pp_eff_cyclic = 0
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[effector_blink_black]
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pp_eff_name = blink_black.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = true
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[effector_controller_aura2]:effector_alcohol
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pp_eff_cyclic = 0
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cam_eff_cyclic = 0
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[effector_monster_hit]
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;pp_eff_name = fire_hit.ppe ; no postprocess
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;pp_eff_cyclic = 0
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cam_eff_cyclic = 0
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[effector_monster_hit_0]:effector_monster_hit
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cam_eff_name = camera_effects\hit_front.anm
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[effector_monster_hit_1]:effector_monster_hit
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cam_eff_name = camera_effects\hit_right.anm
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[effector_monster_hit_2]:effector_monster_hit
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cam_eff_name = camera_effects\hit_back.anm
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[effector_monster_hit_3]:effector_monster_hit
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cam_eff_name = camera_effects\hit_left.anm
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[effector_monster_hit_4]:effector_monster_hit
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cam_eff_name = camera_effects\hit_front_left.anm
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[effector_monster_hit_5]:effector_monster_hit
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cam_eff_name = camera_effects\hit_back_left.anm
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[effector_monster_hit_6]:effector_monster_hit
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cam_eff_name = camera_effects\hit_front_right.anm
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[effector_monster_hit_7]:effector_monster_hit
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cam_eff_name = camera_effects\hit_back_right.anm
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;-------------------------------------------------------------------------------
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; Nightvision postprocess
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;-------------------------------------------------------------------------------
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[effector_nightvision_1]
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pp_eff_name = nightvision_1.ppe
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pp_eff_overlap = false
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pp_eff_cyclic = 1
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[effector_nightvision_2]
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pp_eff_name = nightvision_2.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = false
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[effector_nightvision_3]
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pp_eff_name = nightvision_3.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = false
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;-------------------------------------------------------------------------------
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; Äåòåêò íàñ ïîëòåðãåéñòàìè
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;-------------------------------------------------------------------------------
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[poltergeist_detection_effector]
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pp_eff_name = poltergeist_scan.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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;-------------------------------------------------------------------------------
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[_actor_death_effector]
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pp_eff_name = actor_death.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = true
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cam_eff_name = camera_effects\drunk.anm
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cam_eff_cyclic = 1
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snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8
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[brighten]
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pp_eff_name = brighten.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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;-------------------------------------------------------------------------------
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; Fade
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;-------------------------------------------------------------------------------
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[fade_in]
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pp_eff_name = fade_in.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[fade_in_out]
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pp_eff_name = fade_in_out.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[black]
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pp_eff_name = black.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = false
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[blink]
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pp_eff_name = blink.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[fade_to_black_9_sec]
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pp_eff_name = fade_to_black_9_sec.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[agr_u_fade]
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pp_eff_name = agr_u_fade.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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;-------------------------------------------------------------------------------
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; Brain Scorcher
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;-------------------------------------------------------------------------------
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[effector_radar_stop]
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;pp_eff_name = radar_stop.ppe
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;pp_eff_cyclic = 0
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cam_eff_name = camera_effects\radar_stop.anm
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cam_eff_cyclic = 0
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;Eugenium Hazardous Anomalies
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[postprocess_orange]
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pp_eff_name = mine_orange.ppe
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radius_min = 0.3
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radius_max = 1.0
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;-----------------------------------------
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[extra_controller]
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pp_eff_name = psychic.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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radius_min = 0.3
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radius_max = 1.0
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[anti_aim_effector]
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cam_eff_name = camera_effects\pripyat_horror.anm
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cam_eff_cyclic = 0
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@@ -0,0 +1,985 @@
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;; NOTICE FOR MODDERS ;;
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; unless you need to edit already existing sound sections, do NOT edit the "script_sound_*" files but make a new one that defines your new sound sections
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; eg. "script_sound_mymod.ltx"
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; it will be automatically included and won't cause conflict with other mods that add/edit sound sections
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#include "script_sound_*.ltx"
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;include "script_sound_agroprom.ltx"
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;include "script_sound_axr.ltx"
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;include "script_sound_darkvalley.ltx"
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;include "script_sound_escape.ltx"
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;include "script_sound_jupiter.ltx"
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;include "script_sound_l05_bar.ltx"
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;include "script_sound_marsh.ltx"
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;include "script_sound_military.ltx"
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;include "script_sound_pripyat.ltx"
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;include "script_sound_story_and_music.ltx"
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;include "script_sound_yantar.ltx"
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;include "script_sound_zaton.ltx"
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;include "script_sound_x16.ltx"
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;include "script_sound_x18.ltx"
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;include "script_sound_warlab.ltx"
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;include "script_sound_mlr.ltx"
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; A new feature has been added to help alleviate an issue with all sounds being loaded, even unused ones. Restricting sounds by level and story id is this solution.
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; 'levels' is a new optional field. It's what levels to load the sound on, otherwise sound is not loaded. The absense of a levels field means the sound is loaded on all levels.
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; 'story_ids' is a new optional field. It's a list of story_ids that can load the sound, otherwise sound is not loaded. The absense of a story_ids field means the sound can be loaded by all npc.
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[brain_scorcher_rumble]
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type = 3d
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path = semitone\anomalies\generators
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levels = l13u_warlab, l10u_bunker
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[radar_drone]
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type = looped
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path = ambient\radar_1
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levels = l10_radar
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[radar_thunder]
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type = looped
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path = ambient\radar_2
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levels = l10_radar
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[gen_noos_tunnel]
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type = looped
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path = semitone\anomalies\generators\generators_idle
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levels = l13_generators
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[warlab_pod_noise]
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type = looped
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path = ambient\warlab_pod_noise
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levels = l13u_warlab
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[red_bloodsucker_growl]
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type = 3d
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path = monsters\bloodsucker\distant_growl_
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shuffle = rnd
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idle = 10,20,100
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levels = l08u_brainlab, l03u_agr_underground
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[controller_script_attack]
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type = 3d
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path = monsters\controller\controller_script_attack_
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shuffle = rnd
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idle = 10,20,100
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levels = l08u_brainlab, l03u_agr_underground
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[rad_hat_1]
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type = actor
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||||
actor_stereo = true
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npc_prefix = false
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path = characters_voice\scenario\radar\rad_hat_1
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||||
shuffle = seq
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idle = 1,1,100
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||||
levels = l10_radar, l10u_bunker, l08u_brainlab
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||||
|
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[rad_hat_2]
|
||||
type = actor
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||||
actor_stereo = true
|
||||
npc_prefix = false
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||||
path = characters_voice\scenario\radar\rad_hat_2
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||||
shuffle = seq
|
||||
idle = 1,1,100
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||||
levels = l10_radar, l10u_bunker, l08u_brainlab
|
||||
|
||||
[radar_meh_on]
|
||||
type = looped
|
||||
path = ambient\cooling_run
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levels = l10u_bunker, l04u_labx18
|
||||
|
||||
[radar_meh_off]
|
||||
type = 3d
|
||||
path = ambient\cooling_stop
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||||
levels = l10u_bunker, l04u_labx18
|
||||
|
||||
[psy_blackout]
|
||||
type = actor
|
||||
actor_stereo = true
|
||||
npc_prefix = false
|
||||
path = affects\psy_blackout
|
||||
shuffle = seq
|
||||
idle = 1,1,100
|
||||
levels = l10u_bunker, l13u_warlab
|
||||
|
||||
[bun_patrol_prikaz]
|
||||
type = actor
|
||||
actor_stereo = true
|
||||
npc_prefix = false
|
||||
path = characters_voice\scenario\bun\patrol_prikaz
|
||||
shuffle = seq
|
||||
idle = 1,1,100
|
||||
levels = l10u_bunker
|
||||
|
||||
[val_patrol_prikaz]
|
||||
type = actor
|
||||
actor_stereo = true
|
||||
npc_prefix = false
|
||||
path = characters_voice\scenario\val\patrol_prikaz
|
||||
shuffle = seq
|
||||
idle = 1,1,100
|
||||
levels = l04u_labx18
|
||||
|
||||
[bun_monolith_call_1]
|
||||
type = actor
|
||||
actor_stereo = true
|
||||
npc_prefix = false
|
||||
path = characters_voice\scenario\sarcofag\monolith_call_1
|
||||
shuffle = seq
|
||||
idle = 1,1,100
|
||||
levels = l10u_bunker
|
||||
|
||||
[sar_monolith_call]
|
||||
type = actor
|
||||
actor_stereo = true
|
||||
npc_prefix = false
|
||||
path = characters_voice\scenario\sarcofag\monolith_call_
|
||||
shuffle = rnd
|
||||
idle = 10,15,100
|
||||
levels = l12u_sarcofag
|
||||
|
||||
[sar2_monolith_call]
|
||||
type = actor
|
||||
actor_stereo = true
|
||||
npc_prefix = false
|
||||
path = characters_voice\scenario\sarcofag\monolith_call_1
|
||||
shuffle = rnd
|
||||
idle = 30,60,100
|
||||
levels = l12u_sarcofag
|
||||
|
||||
[mon_ambient]
|
||||
type = looped
|
||||
path = ambient\monolith_1
|
||||
levels = l12u_sarcofag
|
||||
|
||||
[mon_organic_moan]
|
||||
type = 3d
|
||||
path = ambient\organic_moan1
|
||||
levels = l12u_sarcofag
|
||||
|
||||
[mon_explosion]
|
||||
type = 3d
|
||||
path = ambient\mon_explosion
|
||||
levels = l12u_sarcofag, l13u_warlab
|
||||
|
||||
[warlab_decoder]
|
||||
type = looped
|
||||
path = device\decoder
|
||||
levels = l13u_warlab
|
||||
|
||||
[warlab_oso]
|
||||
type = looped
|
||||
path = ambient\os_1
|
||||
levels = l13u_warlab
|
||||
|
||||
[mon_monolith_damaged]
|
||||
type = 3d
|
||||
path = characters_voice\scenario\sarcofag\monolith_damaged
|
||||
shuffle = rnd
|
||||
idle = 0,0,100
|
||||
levels = l13u_warlab
|
||||
|
||||
[mon_monolith_heavy_damaged]
|
||||
type = 3d
|
||||
path = characters_voice\scenario\sarcofag\monolith_heavy_damaged
|
||||
shuffle = rnd
|
||||
idle = 0,0,100
|
||||
levels = l13u_warlab
|
||||
|
||||
[mon_monolith_alarm]
|
||||
type = 3d
|
||||
path = characters_voice\scenario\sarcofag\monolith_alarm
|
||||
shuffle = rnd
|
||||
idle = 0,0,100
|
||||
levels = l13u_warlab
|
||||
|
||||
|
||||
[surge_earthquake_sound_looped]
|
||||
type = looped
|
||||
path = ambient\earthquake
|
||||
|
||||
[surge_earthquake_sound]
|
||||
type = 3d
|
||||
path = ambient\earthquake
|
||||
|
||||
[blowout_begin]
|
||||
type = 3d
|
||||
path = ambient\blowout\blowout_begin
|
||||
|
||||
[blowout_rumble]
|
||||
type = looped
|
||||
path = ambient\blowout\blowout_rumble
|
||||
|
||||
[blowout_hit_1]
|
||||
type = 3d
|
||||
path = ambient\blowout\blowout_impact
|
||||
|
||||
[blowout_hit_2]
|
||||
type = 3d
|
||||
path = ambient\blowout\blowout_impact_02
|
||||
|
||||
[blowout_hit_3]
|
||||
type = 3d
|
||||
path = ambient\blowout\blowout_outro
|
||||
|
||||
[blowout_wave_1]
|
||||
type = 3d
|
||||
path = ambient\blowout\blowout_wave_01
|
||||
|
||||
[blowout_wave_2]
|
||||
type = 3d
|
||||
path = ambient\blowout\blowout_wave_04
|
||||
|
||||
[blowout_wave_3]
|
||||
type = 3d
|
||||
path = ambient\blowout_wave_3
|
||||
|
||||
[blowout_particle_wave_looped]
|
||||
type = looped
|
||||
path = ambient\blowout\blowout_particle_wave
|
||||
|
||||
[fallout_acid_rain]
|
||||
type = looped
|
||||
path = anomaly\acid_rain
|
||||
|
||||
[state]
|
||||
type = npc
|
||||
npc_prefix = true
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
path = states\idle\idle_
|
||||
shuffle = rnd
|
||||
idle = 7,13,100
|
||||
group_snd = true
|
||||
|
||||
[state_1]
|
||||
type = npc|actor|3d
|
||||
actor_stereo = true|false
|
||||
npc_prefix = true|false
|
||||
path = states\idle\idle_
|
||||
shuffle = rnd|seq|loop
|
||||
idle = 3,5,100 ;min,max,rnd
|
||||
|
||||
;************************************************************
|
||||
;Óíèâåðñàëüíàÿ îçâó÷êà âñòðå÷è
|
||||
;************************************************************
|
||||
[wait]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\idle\idle_
|
||||
shuffle = rnd
|
||||
idle = 7,10,100
|
||||
|
||||
|
||||
;************************************************************
|
||||
; Alife
|
||||
;************************************************************
|
||||
|
||||
[patrol_sneak]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
group_snd = true
|
||||
path = alife\patrol\sneak_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[patrol_run]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
group_snd = true
|
||||
path = alife\patrol\run_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[patrol_walk]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
group_snd = true
|
||||
path = alife\patrol\walk_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[fight_attack]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
path = fight\attack\script_attack_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, monolith, killer, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
is_combat_sound = true
|
||||
|
||||
[post_combat_wait]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
group_snd = true
|
||||
path = fight\post_combat_wait\wait_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 3,5,100
|
||||
|
||||
[post_combat_wait_long]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
group_snd = true
|
||||
path = fight\post_combat_wait\wait_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 7,10,100
|
||||
|
||||
[post_combat_relax]
|
||||
type = npc
|
||||
actor_stereo = false
|
||||
npc_prefix = true
|
||||
group_snd = true
|
||||
path = fight\post_combat_wait\relax_
|
||||
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
|
||||
;***************************************************************
|
||||
; Çâóêè äâåðåé
|
||||
;***************************************************************
|
||||
[trader_door_open_start]
|
||||
type = 3d
|
||||
path = device\door_start
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[trader_door_close_start]
|
||||
type = 3d
|
||||
path = device\door_closing
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[trader_door_close_stop]
|
||||
type = 3d
|
||||
path = device\door_stop
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[trader_door_locked]
|
||||
type = 3d
|
||||
path = device\door_locked
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[trader_door_unlock]
|
||||
type = 3d
|
||||
path = device\door_servomotor
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wood_small_open]
|
||||
type = 3d
|
||||
path = device\wood_small_open
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wood_small_close_start]
|
||||
type = 3d
|
||||
path = device\wood_small_close_start
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wood_small_close_stop]
|
||||
type = 3d
|
||||
path = device\wood_small_close_stop
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wood_large_open]
|
||||
type = 3d
|
||||
path = device\wood_large_open
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wood_large_close_start]
|
||||
type = 3d
|
||||
path = device\wood_large_close_start
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wood_large_close_stop]
|
||||
type = 3d
|
||||
path = device\wood_large_close_stop
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[metal_small_open]
|
||||
type = 3d
|
||||
path = device\metal_small_open
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[metal_small_close_start]
|
||||
type = 3d
|
||||
path = device\metal_small_close_start
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[metal_small_close_stop]
|
||||
type = 3d
|
||||
path = device\metal_small_close_stop
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[power_switch]
|
||||
type = 3d
|
||||
path = device\power_switch
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
;***************************************************************
|
||||
; çâóêè íàñòîëüíîé ðàöèè
|
||||
;***************************************************************
|
||||
[radio_call]
|
||||
type = 3d
|
||||
path = device\radio_call
|
||||
shuffle = rnd
|
||||
idle = 0,0,100
|
||||
|
||||
|
||||
;***************************************************************
|
||||
; Îçâó÷êà ÏÄÀ
|
||||
;***************************************************************
|
||||
[pda_alarm]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_alarm
|
||||
shuffle = rnd
|
||||
idle = 0,0,100
|
||||
|
||||
[pda_news]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_news
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[pda_tips]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_tip
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[pda_task]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_objective
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[pda_welcome]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_welcome
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[pda_beep_1]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_beep_1
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[pda_beep_2]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_beep_2
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[pda_communication_lost]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = device\pda\pda_communication_lost
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
;***************************************************************
|
||||
; Îçâó÷êà Âåðòèáåðäà
|
||||
;***************************************************************
|
||||
[heli_damaged]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = vehicles\helicopter\damage_
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[heli_down]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = vehicles\helicopter\death_
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[heli_hit]
|
||||
type = actor
|
||||
npc_prefix = false
|
||||
path = vehicles\helicopter\hit_
|
||||
shuffle = rnd
|
||||
idle = 3,4,40
|
||||
|
||||
|
||||
|
||||
;***************************************************************
|
||||
; ÎÑÍÎÂÍÛÅ ÒÅÌÛ
|
||||
;***************************************************************
|
||||
[alarm]
|
||||
type = 3d
|
||||
path = ambient\siren1
|
||||
shuffle = loop
|
||||
idle = 0,0,100
|
||||
|
||||
[meet_hello]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, monolith, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_hello_
|
||||
shuffle = rnd
|
||||
idle = 7,10,100
|
||||
|
||||
[meet_wait]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, freedom, killer, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_wait_
|
||||
shuffle = seq
|
||||
delay_sound = 15000
|
||||
idle = 15,20,100
|
||||
|
||||
[meet_stop]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, freedom, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_stop_
|
||||
shuffle = rnd
|
||||
idle = 2,2,100
|
||||
|
||||
[meet_hide_weapon]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_hide_weapon_
|
||||
shuffle = rnd
|
||||
idle = 7,10,100
|
||||
|
||||
[meet_use_no_default]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_use_no_default_
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[meet_use_no_fight]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_use_no_fight_
|
||||
shuffle = rnd
|
||||
idle = 2,2,100
|
||||
|
||||
[meet_use_no_weapon]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_use_no_weapon_
|
||||
shuffle = rnd
|
||||
idle = 5,7,100
|
||||
|
||||
[meet_use_no_talk_leader]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\meet\meet_use_no_talk_leader_
|
||||
shuffle = rnd
|
||||
idle = 5,7,100
|
||||
|
||||
|
||||
[corpse_loot_begin]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\loot\loot_begin_
|
||||
shuffle = rnd
|
||||
idle = 10,11,100
|
||||
|
||||
[corpse_loot_good]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\loot\loot_good_
|
||||
shuffle = rnd
|
||||
idle = 10,11,100
|
||||
|
||||
[corpse_loot_bad]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = states\loot\loot_bad_
|
||||
shuffle = rnd
|
||||
idle = 10,11,100
|
||||
|
||||
[help_heavy]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = help\wounded_heavy\help_
|
||||
shuffle = rnd
|
||||
idle = 4,8,100
|
||||
|
||||
[help_thanks]
|
||||
type = npc
|
||||
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = help\wounded_thanx\thanx_
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
[wounded_medkit]
|
||||
type = npc
|
||||
avail_communities = army, stalker, bandit, dolg, freedom, killer, csky, greh, greh_npc, army_npc, isg, renegade
|
||||
npc_prefix = true
|
||||
path = help\wounded\medkit_
|
||||
shuffle = rnd
|
||||
idle = 1,1,100
|
||||
|
||||
;***************************************************************
|
||||
; ÒÅÌÛ ÄËß ÒÈÐÀ
|
||||
;***************************************************************
|
||||
[steam_blowout]
|
||||
type = 3d
|
||||
path = anomaly\steam_blowout
|
||||
shuffle = rnd
|
||||
idle = 0,0,100
|
||||
|
||||
;***************************************************************
|
||||
; Yasti: Repair, Cooking and Artifact Containers
|
||||
;***************************************************************
|
||||
[inv_repair_kit_use_fast_2p8]
|
||||
type = actor
|
||||
path = interface\inv_repair_kit_use_fast_2p8
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_kit_use_fast]
|
||||
type = actor
|
||||
path = interface\inv_repair_kit_use_fast
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_kit_with_brushes]
|
||||
type = actor
|
||||
path = interface\inv_repair_kit_with_brushes
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_sewing_kit]
|
||||
type = actor
|
||||
path = interface\inv_repair_sewing_kit
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_sewing_kit_fast]
|
||||
type = actor
|
||||
path = interface\inv_repair_sewing_kit_fast
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_spray_oil]
|
||||
type = actor
|
||||
path = interface\inv_repair_spray_oil
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_brushes]
|
||||
type = actor
|
||||
path = interface\inv_repair_brushes
|
||||
shuffle = rnd
|
||||
|
||||
[inv_repair_kit]
|
||||
type = actor
|
||||
path = interface\inv_repair_kit
|
||||
shuffle = rnd
|
||||
|
||||
[inv_drink_flask_2]
|
||||
type = actor
|
||||
path = interface\inv_drink_flask_2
|
||||
shuffle = rnd
|
||||
|
||||
[inv_aam_close]
|
||||
type = actor
|
||||
path = interface\inv_aam_close
|
||||
shuffle = rnd
|
||||
|
||||
[inv_aam_open]
|
||||
type = actor
|
||||
path = interface\inv_aam_open
|
||||
shuffle = rnd
|
||||
|
||||
[inv_iam_open]
|
||||
type = actor
|
||||
path = interface\inv_iam_open
|
||||
shuffle = rnd
|
||||
|
||||
[inv_iam_close]
|
||||
type = actor
|
||||
path = interface\inv_iam_close
|
||||
shuffle = rnd
|
||||
|
||||
[inv_aac_open]
|
||||
type = actor
|
||||
path = interface\inv_aac_open
|
||||
shuffle = rnd
|
||||
|
||||
[inv_aac_close]
|
||||
type = actor
|
||||
path = interface\inv_aac_close
|
||||
shuffle = rnd
|
||||
|
||||
[inv_lead_open]
|
||||
type = actor
|
||||
path = interface\inv_lead_open
|
||||
shuffle = rnd
|
||||
|
||||
[inv_lead_close]
|
||||
type = actor
|
||||
path = interface\inv_lead_close
|
||||
shuffle = rnd
|
||||
|
||||
[inv_batt]
|
||||
type = actor
|
||||
path = interface\inv_batt
|
||||
shuffle = rnd
|
||||
|
||||
[inv_cooking]
|
||||
type = actor
|
||||
path = interface\inv_cooking
|
||||
shuffle = rnd
|
||||
|
||||
[inv_cooking_cooker]
|
||||
type = actor
|
||||
path = interface\inv_cooking_cooker
|
||||
shuffle = rnd
|
||||
|
||||
[inv_cooking_stove]
|
||||
type = actor
|
||||
path = interface\inv_cooking_stove
|
||||
shuffle = rnd
|
||||
|
||||
[inv_mutant_loot_animal]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_animal
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_animal2]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_animal2
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_crow]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_crow
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_grease]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_grease
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_grease2]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_grease2
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_human]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_human
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_human2]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_human2
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_rotten]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_rotten
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mutant_loot_smaller]
|
||||
type = actor
|
||||
path = interface\inv_mutant_loot_smaller
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_matches]
|
||||
type = actor
|
||||
path = interface\inv_matches
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_death]
|
||||
type = actor
|
||||
path = interface\inv_death
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[torch_click]
|
||||
type = actor
|
||||
path = weapons\pistol_empty
|
||||
shuffle = rnd
|
||||
idle = 0,0,0 ;min,max,rnd
|
||||
|
||||
[inv_mask_clean]
|
||||
type = actor
|
||||
path = interface\inv_mask_clean
|
||||
shuffle = rnd
|
||||
|
||||
[inv_open]
|
||||
type = actor
|
||||
path = interface\inv_open
|
||||
shuffle = rnd
|
||||
|
||||
[inv_briefcase_light_open]
|
||||
type = actor
|
||||
path = interface\inv_briefcase_light_open
|
||||
shuffle = rnd
|
||||
|
||||
; AWR
|
||||
[awr_fail_1]
|
||||
type = actor
|
||||
path = actor\awr\awr_fail_1
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[awr_fail_2]
|
||||
type = actor
|
||||
path = actor\awr\awr_fail_2
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[awr_fail_3]
|
||||
type = actor
|
||||
path = actor\awr\awr_fail_3
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[awr_fail_4]
|
||||
type = actor
|
||||
path = actor\awr\awr_fail_4
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[awr_fail_5]
|
||||
type = actor
|
||||
path = actor\awr\awr_fail_5
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
; IMM
|
||||
[inv_eat_can_imm]
|
||||
type = actor
|
||||
path = interface\inv_eat_can_imm
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_axe_dismember_1]
|
||||
type = actor
|
||||
path = interface\inv_axe_dismember_1
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_axe_dismember_2]
|
||||
type = actor
|
||||
path = interface\inv_axe_dismember_2
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_axe_dismember_3]
|
||||
type = actor
|
||||
path = interface\inv_axe_dismember_3
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_axe_dismember_4]
|
||||
type = actor
|
||||
path = interface\inv_axe_dismember_4
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_axe_dismember_5]
|
||||
type = actor
|
||||
path = interface\inv_axe_dismember_5
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_disassemble_metal_fast]
|
||||
type = actor
|
||||
path = interface\inv_disassemble_metal_fast_
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_disassemble_cloth_fast]
|
||||
type = actor
|
||||
path = interface\inv_disassemble_cloth_fast_
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[inv_tear_patch]
|
||||
type = actor
|
||||
path = interface\inv_disassemble_cloth_fast_2
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
|
||||
[wind_storm1]
|
||||
type = looped
|
||||
path = nature\wind_storm1
|
||||
|
||||
[wind_storm2]
|
||||
type = looped
|
||||
path = nature\wind_storm2
|
||||
|
||||
[wind_storm3]
|
||||
type = looped
|
||||
path = nature\wind_storm3
|
||||
|
||||
[underground_drone]
|
||||
type = looped
|
||||
path = ambient\trx\background\underground
|
||||
|
||||
[rain_helmet]
|
||||
type = looped
|
||||
path = ambient\rain_helm
|
||||
|
||||
[rain_indoors]
|
||||
type = looped
|
||||
path = ambient\rain_indoors
|
||||
|
||||
|
||||
[snd_inv_mask_clean]
|
||||
type = actor
|
||||
path = interface\inv_mask_clean_3
|
||||
shuffle = rnd
|
||||
idle = 0,0,0
|
||||
|
||||
[reload_shell]
|
||||
type = actor
|
||||
path = weapons\remington870\remington870_load
|
||||
idle = 0,0,0
|
||||
Reference in New Issue
Block a user