985 lines
20 KiB
TeX
985 lines
20 KiB
TeX
;; 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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[rad_hat_2]
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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_2
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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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[radar_meh_on]
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type = looped
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path = ambient\cooling_run
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levels = l10u_bunker, l04u_labx18
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[radar_meh_off]
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type = 3d
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path = ambient\cooling_stop
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levels = l10u_bunker, l04u_labx18
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[psy_blackout]
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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 = affects\psy_blackout
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shuffle = seq
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idle = 1,1,100
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levels = l10u_bunker, l13u_warlab
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[bun_patrol_prikaz]
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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\bun\patrol_prikaz
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shuffle = seq
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idle = 1,1,100
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levels = l10u_bunker
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[val_patrol_prikaz]
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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\val\patrol_prikaz
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shuffle = seq
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idle = 1,1,100
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levels = l04u_labx18
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[bun_monolith_call_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\sarcofag\monolith_call_1
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shuffle = seq
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idle = 1,1,100
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levels = l10u_bunker
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[sar_monolith_call]
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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\sarcofag\monolith_call_
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shuffle = rnd
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idle = 10,15,100
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levels = l12u_sarcofag
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[sar2_monolith_call]
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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\sarcofag\monolith_call_1
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shuffle = rnd
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idle = 30,60,100
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levels = l12u_sarcofag
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[mon_ambient]
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type = looped
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path = ambient\monolith_1
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levels = l12u_sarcofag
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[mon_organic_moan]
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type = 3d
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path = ambient\organic_moan1
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levels = l12u_sarcofag
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[mon_explosion]
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type = 3d
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path = ambient\mon_explosion
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levels = l12u_sarcofag, l13u_warlab
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[warlab_decoder]
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type = looped
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path = device\decoder
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levels = l13u_warlab
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[warlab_oso]
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type = looped
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path = ambient\os_1
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levels = l13u_warlab
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[mon_monolith_damaged]
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type = 3d
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path = characters_voice\scenario\sarcofag\monolith_damaged
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shuffle = rnd
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idle = 0,0,100
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levels = l13u_warlab
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[mon_monolith_heavy_damaged]
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type = 3d
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path = characters_voice\scenario\sarcofag\monolith_heavy_damaged
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shuffle = rnd
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idle = 0,0,100
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levels = l13u_warlab
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[mon_monolith_alarm]
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type = 3d
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path = characters_voice\scenario\sarcofag\monolith_alarm
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shuffle = rnd
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idle = 0,0,100
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levels = l13u_warlab
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[surge_earthquake_sound_looped]
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type = looped
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path = ambient\earthquake
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[surge_earthquake_sound]
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type = 3d
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path = ambient\earthquake
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[blowout_begin]
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type = 3d
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path = ambient\blowout\blowout_begin
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[blowout_rumble]
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type = looped
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path = ambient\blowout\blowout_rumble
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[blowout_hit_1]
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type = 3d
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path = ambient\blowout\blowout_impact
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[blowout_hit_2]
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type = 3d
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path = ambient\blowout\blowout_impact_02
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[blowout_hit_3]
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type = 3d
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path = ambient\blowout\blowout_outro
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[blowout_wave_1]
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type = 3d
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path = ambient\blowout\blowout_wave_01
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[blowout_wave_2]
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type = 3d
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path = ambient\blowout\blowout_wave_04
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[blowout_wave_3]
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type = 3d
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path = ambient\blowout_wave_3
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[blowout_particle_wave_looped]
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type = looped
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path = ambient\blowout\blowout_particle_wave
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[fallout_acid_rain]
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type = looped
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path = anomaly\acid_rain
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[state]
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type = npc
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npc_prefix = true
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avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
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path = states\idle\idle_
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shuffle = rnd
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idle = 7,13,100
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group_snd = true
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[state_1]
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type = npc|actor|3d
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actor_stereo = true|false
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npc_prefix = true|false
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path = states\idle\idle_
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shuffle = rnd|seq|loop
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idle = 3,5,100 ;min,max,rnd
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;************************************************************
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;************************************************************
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[wait]
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type = npc
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avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
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npc_prefix = true
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path = states\idle\idle_
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shuffle = rnd
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idle = 7,10,100
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;************************************************************
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; Alife
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;************************************************************
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[patrol_sneak]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = alife\patrol\sneak_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
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shuffle = rnd
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idle = 1,1,100
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[patrol_run]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = alife\patrol\run_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
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shuffle = rnd
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idle = 1,1,100
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[patrol_walk]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = alife\patrol\walk_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
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shuffle = rnd
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idle = 1,1,100
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[fight_attack]
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type = npc
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actor_stereo = false
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npc_prefix = true
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path = fight\attack\script_attack_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, monolith, killer, army_npc, isg, renegade
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shuffle = rnd
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idle = 1,1,100
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is_combat_sound = true
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[post_combat_wait]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = fight\post_combat_wait\wait_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
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shuffle = rnd
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idle = 3,5,100
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[post_combat_wait_long]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = fight\post_combat_wait\wait_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
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shuffle = rnd
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idle = 7,10,100
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[post_combat_relax]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = fight\post_combat_wait\relax_
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avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
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shuffle = rnd
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idle = 1,1,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;***************************************************************
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[trader_door_open_start]
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type = 3d
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path = device\door_start
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shuffle = rnd
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idle = 1,1,100
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[trader_door_close_start]
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type = 3d
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path = device\door_closing
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shuffle = rnd
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idle = 1,1,100
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[trader_door_close_stop]
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type = 3d
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path = device\door_stop
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shuffle = rnd
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idle = 1,1,100
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[trader_door_locked]
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type = 3d
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path = device\door_locked
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shuffle = rnd
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idle = 1,1,100
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[trader_door_unlock]
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type = 3d
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path = device\door_servomotor
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shuffle = rnd
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idle = 1,1,100
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[wood_small_open]
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type = 3d
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path = device\wood_small_open
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shuffle = rnd
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idle = 1,1,100
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[wood_small_close_start]
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type = 3d
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path = device\wood_small_close_start
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shuffle = rnd
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idle = 1,1,100
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[wood_small_close_stop]
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type = 3d
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path = device\wood_small_close_stop
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shuffle = rnd
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idle = 1,1,100
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[wood_large_open]
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type = 3d
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path = device\wood_large_open
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shuffle = rnd
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idle = 1,1,100
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[wood_large_close_start]
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type = 3d
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path = device\wood_large_close_start
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shuffle = rnd
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idle = 1,1,100
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[wood_large_close_stop]
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type = 3d
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path = device\wood_large_close_stop
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shuffle = rnd
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idle = 1,1,100
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[metal_small_open]
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type = 3d
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path = device\metal_small_open
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shuffle = rnd
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idle = 1,1,100
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[metal_small_close_start]
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type = 3d
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path = device\metal_small_close_start
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shuffle = rnd
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idle = 1,1,100
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[metal_small_close_stop]
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type = 3d
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path = device\metal_small_close_stop
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shuffle = rnd
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idle = 1,1,100
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[power_switch]
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type = 3d
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path = device\power_switch
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shuffle = rnd
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idle = 1,1,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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;***************************************************************
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[radio_call]
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type = 3d
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path = device\radio_call
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shuffle = rnd
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idle = 0,0,100
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|
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|
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;***************************************************************
|
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; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
|
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;***************************************************************
|
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[pda_alarm]
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type = actor
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npc_prefix = false
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path = device\pda\pda_alarm
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shuffle = rnd
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idle = 0,0,100
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[pda_news]
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type = actor
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npc_prefix = false
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path = device\pda\pda_news
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shuffle = rnd
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idle = 1,1,100
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[pda_tips]
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type = actor
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npc_prefix = false
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path = device\pda\pda_tip
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shuffle = rnd
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idle = 1,1,100
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|
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[pda_task]
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type = actor
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npc_prefix = false
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path = device\pda\pda_objective
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shuffle = rnd
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idle = 1,1,100
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[pda_welcome]
|
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type = actor
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npc_prefix = false
|
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path = device\pda\pda_welcome
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shuffle = rnd
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idle = 1,1,100
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|
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[pda_beep_1]
|
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type = actor
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npc_prefix = false
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path = device\pda\pda_beep_1
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shuffle = rnd
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idle = 1,1,100
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|
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[pda_beep_2]
|
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type = actor
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npc_prefix = false
|
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path = device\pda\pda_beep_2
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shuffle = rnd
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idle = 1,1,100
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|
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[pda_communication_lost]
|
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type = actor
|
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npc_prefix = false
|
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path = device\pda\pda_communication_lost
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shuffle = rnd
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idle = 1,1,100
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|
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;***************************************************************
|
||
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
;***************************************************************
|
||
[heli_damaged]
|
||
type = actor
|
||
npc_prefix = false
|
||
path = vehicles\helicopter\damage_
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shuffle = rnd
|
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idle = 1,1,100
|
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|
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[heli_down]
|
||
type = actor
|
||
npc_prefix = false
|
||
path = vehicles\helicopter\death_
|
||
shuffle = rnd
|
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idle = 1,1,100
|
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|
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[heli_hit]
|
||
type = actor
|
||
npc_prefix = false
|
||
path = vehicles\helicopter\hit_
|
||
shuffle = rnd
|
||
idle = 3,4,40
|
||
|
||
|
||
|
||
;***************************************************************
|
||
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
;***************************************************************
|
||
[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
|
||
|
||
;***************************************************************
|
||
; <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
;***************************************************************
|
||
[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 |