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Text File  |  2004-07-21  |  4.1 KB  |  152 lines

  1.  
  2. Script:LoadScript("scripts/materials/commoneffects.lua");
  3.  
  4. Materials["mat_default"] = {
  5.     type="default",
  6. -------------------------------------    
  7.     PhysicsSounds=PhysicsSoundsTable.Hard,
  8. -------------------------------------
  9.     bullet_drop_single = CommonEffects.common_bullet_drop_single,
  10.     bullet_drop_rapid = CommonEffects.common_bullet_drop_rapid,
  11. -------------------------------------    
  12. --    bullet_hit = CommonEffects.common_bullet_hit,
  13. ------------------------------------    
  14. --    new effect by MK !!!!
  15.     bullet_hit = {
  16.         
  17.         particleEffects = {
  18.             name = "bullet.hit_default.a",
  19.         },
  20.     },    
  21.     pancor_bullet_hit = {
  22.         
  23.         particleEffects = {
  24.             name = "bullet.hit_default.a",
  25.         },
  26.     },    
  27.     shocker_hit = {
  28.         particleEffects = {
  29.             name = "bullet.hit_default.a",
  30.         },
  31.     },    
  32.  
  33.     melee_slash = {
  34.         particleEffects = {
  35.             name = "bullet.hit_default.a",
  36.                 },
  37.     },
  38.  
  39.     building = {
  40.         sounds = {
  41.             {"SOUNDS/items/ratchet.wav", SOUND_UNSCALABLE, 255, 5, 20},
  42.         },
  43.     },
  44.     
  45. -------------------------------------    
  46.     projectile_hit = CommonEffects.common_projectile_hit,
  47.     mortar_hit = CommonEffects.common_mortar_hit,
  48.     smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
  49.     flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
  50.     grenade_hit = CommonEffects.common_grenade_hit,
  51.     ag36_explosion = {
  52.         particleEffects = {
  53.             name = "explosions.ag36.a",
  54.             scale = 1.0,
  55.         },
  56.     },
  57.     small_explosion = {
  58.         particleEffects = {
  59.             name = "explosions.OICW_bullet_hit.OICW_explosion",
  60.             scale = 1.0,
  61.         },
  62.     },
  63.     medium_explosion = {
  64.         particleEffects = {
  65.             name = "explosions.rocket.a",
  66.             scale = 0.65,
  67.         },
  68.     },
  69.  
  70.     grenade_explosion_air = {
  71.         particleEffects = {
  72.             name = "explosions.Grenade_air.explosion",
  73.             scale = 1.0,
  74.         },
  75.     },
  76.     grenade_explosion = {
  77.         particleEffects = {
  78.             name = "explosions.Grenade_terrain.explosion",
  79.             scale = 0.7,
  80.         },
  81.     },
  82.     rock_hit = {
  83.         sounds = {
  84.             {"SOUNDS/objectimpact/rock.wav", SOUND_UNSCALABLE, 190, 5, 60},
  85.         },
  86.     },
  87.  
  88.     flashbang_explode = {
  89.         sounds = {
  90.             {"sounds/weapons/flashbang.wav", SOUND_UNSCALABLE, 190, 5, 60},
  91.         },
  92.     },
  93.  
  94. -------------------------------------
  95.     player_walk = {
  96.         sounds = {
  97.             {"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
  98.             {"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
  99.             {"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
  100.             {"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
  101.         },
  102.     },
  103.     player_run = {
  104.         sounds = {
  105.             {"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
  106.             {"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
  107.             {"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
  108.             {"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
  109.         },
  110.     },
  111.     player_crouch = {
  112.         sounds = {
  113.             {"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
  114.             {"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
  115.             {"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
  116.             {"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
  117.         },
  118.     },
  119.     player_prone = {
  120.         sounds = {
  121.             {"sounds/player/footsteps/step1.wav",SOUND_UNSCALABLE,123,1,20},
  122.             {"sounds/player/footsteps/step2.wav",SOUND_UNSCALABLE,123,1,20},
  123.             {"sounds/player/footsteps/step3.wav",SOUND_UNSCALABLE,123,1,20},
  124.             {"sounds/player/footsteps/step4.wav",SOUND_UNSCALABLE,123,1,20},
  125.         },
  126.     },
  127.     player_walk_inwater = CommonEffects.player_walk_inwater,
  128. -------------------------------------
  129.     player_land = {
  130.         sounds = {
  131.             --sound , flags(put 0),volume , min, max
  132.             --NOTE volume and min max are optional
  133.              {"sounds/doors/dooropen.wav"},
  134.              {"sounds/doors/dooropen.wav"},
  135.             
  136.         },
  137.     },
  138.     gameplay_physic = {
  139.         piercing_resistence = 15,
  140.         bouncyness= 0,
  141.         friction = 1,
  142.     },
  143.  
  144. ---------------------------------------------
  145.     AI = {
  146.         fImpactRadius = 5,
  147.     },
  148.     
  149.     --vehicle effects: particle is called when wheels are slipping, smoke in any case if the vehicle is moving.
  150.     --VehicleParticleEffect = CommonEffects.common_vehicle_particles_rocks,
  151.     VehicleSmokeEffect = CommonEffects.common_vehicle_smoke_mud,        
  152. }