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Text File  |  2004-07-21  |  3.1 KB  |  96 lines

  1. Script:LoadScript("scripts/materials/commoneffects.lua");
  2. Materials["mat_glass"] = {
  3.     type="glass",
  4.  
  5. -------------------------------------    
  6.     PhysicsSounds=PhysicsSoundsTable.Hard,
  7. -------------------------------------
  8.     bullet_hit = {
  9.         sounds = {
  10.             {"Sounds/Bullethits/bglass1.wav",SOUND_UNSCALABLE,200,5,60},
  11.             {"Sounds/Bullethits/bglass2.wav",SOUND_UNSCALABLE,200,5,60},
  12.             {"Sounds/Bullethits/bglass3.wav",SOUND_UNSCALABLE,200,5,60},
  13.             {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60},
  14.         },
  15.         particleEffects = {
  16.             name = "bullet.hit_glass.a",
  17.         },
  18.  
  19.     },
  20.     pancor_bullet_hit = {
  21.         sounds = {
  22.             {"Sounds/Bullethits/bglass1.wav",SOUND_UNSCALABLE,200,5,60},
  23.             {"Sounds/Bullethits/bglass2.wav",SOUND_UNSCALABLE,200,5,60},
  24.             {"Sounds/Bullethits/bglass3.wav",SOUND_UNSCALABLE,200,5,60},
  25.             {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60},
  26.         },
  27.         particleEffects = {
  28.             name = "bullet.hit_glass.a",
  29.         },
  30.  
  31.     },
  32.  
  33.     gameplay_physic = {
  34.         piercing_resistence = 0,
  35.         friction = 0.6,
  36.         bouncyness= 0.3, --default 0
  37.     }        ,
  38.  
  39.     projectile_hit = CommonEffects.common_projectile_hit,
  40.     mortar_hit = CommonEffects.common_mortar_hit,
  41.     smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
  42.     flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
  43.     grenade_hit = CommonEffects.common_grenade_hit,
  44.  
  45.     melee_slash = {
  46.         sounds = {
  47.             {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60,{fRadius=10,fInterest=1,fThreat=0,},},
  48.          },
  49.         particleEffects = {
  50.             name = "bullet.hit_glass.a",
  51.         },
  52.  
  53.     },
  54.     player_walk = {
  55.         sounds = {
  56.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,140,10,60},
  57.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,140,10,60},
  58.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,140,10,60},
  59.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,140,10,60},
  60.         },
  61.     },
  62.     player_run = {
  63.         sounds = {
  64.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,200,10,60},
  65.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,200,10,60},
  66.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,200,10,60},
  67.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,200,10,60},
  68.         },
  69.     },
  70.     player_crouch = {
  71.         sounds = {
  72.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,120,10,60},
  73.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,120,10,60},
  74.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,120,10,60},
  75.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,120,10,60},
  76.         },
  77.     },
  78.     player_prone = {
  79.         sounds = {
  80.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,120,10,60},
  81.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,120,10,60},
  82.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,120,10,60},
  83.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,120,10,60},
  84.         },
  85.     },
  86.     player_walk_inwater = CommonEffects.player_walk_inwater,
  87.     AI = {
  88.         fImpactRadius = 8,
  89.     },
  90.     
  91.     object_impact = {
  92.         sounds = {
  93.             {"Sounds/ObjectImpact/metalhit.wav",SOUND_UNSCALABLE,100,4,100},
  94.         },
  95.     }
  96. }