home *** CD-ROM | disk | FTP | other *** search
- Script:LoadScript("scripts/materials/commoneffects.lua");
- Materials["mat_glass"] = {
- type="glass",
-
- -------------------------------------
- PhysicsSounds=PhysicsSoundsTable.Hard,
- -------------------------------------
- bullet_hit = {
- sounds = {
- {"Sounds/Bullethits/bglass1.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/Bullethits/bglass2.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/Bullethits/bglass3.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60},
- },
- particleEffects = {
- name = "bullet.hit_glass.a",
- },
-
- },
- pancor_bullet_hit = {
- sounds = {
- {"Sounds/Bullethits/bglass1.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/Bullethits/bglass2.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/Bullethits/bglass3.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60},
- },
- particleEffects = {
- name = "bullet.hit_glass.a",
- },
-
- },
-
- gameplay_physic = {
- piercing_resistence = 0,
- friction = 0.6,
- bouncyness= 0.3, --default 0
- } ,
-
- projectile_hit = CommonEffects.common_projectile_hit,
- mortar_hit = CommonEffects.common_mortar_hit,
- smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
- flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
- grenade_hit = CommonEffects.common_grenade_hit,
-
- melee_slash = {
- sounds = {
- {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60,{fRadius=10,fInterest=1,fThreat=0,},},
- },
- particleEffects = {
- name = "bullet.hit_glass.a",
- },
-
- },
- player_walk = {
- sounds = {
- {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,140,10,60},
- {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,140,10,60},
- {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,140,10,60},
- {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,140,10,60},
- },
- },
- player_run = {
- sounds = {
- {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,200,10,60},
- },
- },
- player_crouch = {
- sounds = {
- {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,120,10,60},
- {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,120,10,60},
- {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,120,10,60},
- {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,120,10,60},
- },
- },
- player_prone = {
- sounds = {
- {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,120,10,60},
- {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,120,10,60},
- {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,120,10,60},
- {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,120,10,60},
- },
- },
- player_walk_inwater = CommonEffects.player_walk_inwater,
- AI = {
- fImpactRadius = 8,
- },
-
- object_impact = {
- sounds = {
- {"Sounds/ObjectImpact/metalhit.wav",SOUND_UNSCALABLE,100,4,100},
- },
- }
- }