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Text File  |  2004-07-21  |  4.5 KB  |  150 lines

  1. Script:LoadScript("scripts/materials/commoneffects.lua");
  2. Materials["mat_plastic"] = {
  3.     type="mat_plastic",
  4.  
  5. -------------------------------------
  6.     PhysicsSounds=PhysicsSoundsTable.Hard,
  7. -------------------------------------    
  8.     bullet_drop_single = CommonEffects.common_bullet_drop_single_ashphalt,
  9.     bullet_drop_rapid = CommonEffects.common_bullet_drop_rapid_ashphalt,
  10. -------------------------------------    
  11.     bullet_hit = {
  12.         sounds = {
  13.             {"Sounds/bullethits/pbullet1.wav",SOUND_UNSCALABLE,200,5,60},
  14.             {"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60},
  15.             {"Sounds/bullethits/pbullet3.wav",SOUND_UNSCALABLE,200,5,60},
  16.             {"Sounds/bullethits/pbullet4.wav",SOUND_UNSCALABLE,200,5,60},
  17.             
  18.         },
  19.  
  20.         
  21.         decal = { 
  22.             texture = System:LoadTexture("Textures/Decal/Default.dds"),
  23.             scale = 0.03,
  24.             random_scale = 100,
  25.             random_rotation = 359,
  26.         },
  27.         particles = {
  28.             { --HitSmoke 
  29.                 focus = 1.5,
  30.                 color = {1,1,1},
  31.                 speed = 0.25,
  32.                 count = 5, 
  33.                 size = 0.06, 
  34.                 size_speed=0.2,
  35.                 gravity=-1,
  36.                 lifetime=0.6,
  37.                 tid = System:LoadTexture("textures\\clouda2.dds"),
  38.                 frames=0,
  39.  
  40.             },
  41.  
  42.         },
  43.     },
  44.     pancor_bullet_hit = {
  45.         sounds = {
  46.             {"Sounds/bullethits/pbullet1.wav",SOUND_UNSCALABLE,200,5,60},
  47.             {"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60},
  48.             {"Sounds/bullethits/pbullet3.wav",SOUND_UNSCALABLE,200,5,60},
  49.             {"Sounds/bullethits/pbullet4.wav",SOUND_UNSCALABLE,200,5,60},
  50.             
  51.         },
  52.         decal = { 
  53.             texture = System:LoadTexture("Textures/Decal/Default.dds"),
  54.             scale = 0.02,
  55.             random_scale = 100,
  56.             random_rotation = 359,
  57.         },
  58.         
  59.         particles = {
  60.             { --HitSmoke 
  61.                 focus = 1.5,
  62.                 color = {1,1,1},
  63.                 speed = 0.25,
  64.                 count = 5, 
  65.                 size = 0.06, 
  66.                 size_speed=0.2,
  67.                 gravity=-1,
  68.                 lifetime=0.6,
  69.                 tid = System:LoadTexture("textures\\clouda2.dds"),
  70.                 frames=0,
  71.  
  72.             },
  73.         },
  74.     },
  75.  
  76.  
  77.     projectile_hit = CommonEffects.common_projectile_hit,
  78.     mortar_hit = CommonEffects.common_mortar_hit,
  79.     smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
  80.     flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
  81.     grenade_hit = CommonEffects.common_grenade_hit,
  82.     melee_slash = {
  83.         sounds = {
  84.             {"Sounds/bullethits/pbullet1.wav",SOUND_UNSCALABLE,200,5,60,{fRadius=10,fInterest=1,fThreat=0,},}, 
  85.             {"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60,{fRadius=10,fInterest=1,fThreat=0,},}, 
  86.             {"Sounds/bullethits/pbullet3.wav",SOUND_UNSCALABLE,200,5,60,{fRadius=10,fInterest=1,fThreat=0,},}, 
  87.             {"Sounds/bullethits/pbullet4.wav",SOUND_UNSCALABLE,200,5,60,{fRadius=10,fInterest=1,fThreat=0,},}, 
  88.             },
  89.         particles = {
  90.             { --HitSmoke 
  91.                 focus = 1.5,
  92.                 color = {1,1,1},
  93.                 speed = 0.25,
  94.                 count = 5, 
  95.                 size = 0.06, 
  96.                 size_speed=0.2,
  97.                 gravity=-1,
  98.                 lifetime=0.6,
  99.                 tid = System:LoadTexture("textures\\clouda2.dds"),
  100.                 frames=0,
  101.  
  102.             },
  103.  
  104.         },
  105.     },
  106. -------------------------------------
  107.     player_walk = {
  108.         sounds = {
  109.             {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,140,10,100},
  110.             {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,140,10,100},
  111.             {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,140,10,100},
  112.             {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,140,10,100},
  113.         },
  114.     },
  115.     player_run = {
  116.         sounds = {
  117.             {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,200,10,100},
  118.             {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,200,10,100},
  119.             {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,200,10,100},
  120.             {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,200,10,100},
  121.         },
  122.     },
  123.     player_crouch = {
  124.         sounds = {
  125.             {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,120,10,100},
  126.             {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,120,10,100},
  127.             {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,120,10,100},
  128.             {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,120,10,100},
  129.         },
  130.     },
  131.     player_prone = {
  132.         sounds = {
  133.             {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,120,10,100},
  134.             {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,120,10,100},
  135.             {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,120,10,100},
  136.             {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,120,10,100},
  137.         },
  138.     },
  139.     player_walk_inwater = CommonEffects.player_walk_inwater,
  140.     gameplay_physic = {
  141.         piercing_resistence = 15,
  142.         friction = 0.6,
  143.         bouncyness= 0.2, --default 0
  144.     },
  145.  
  146.     AI = {
  147.         fImpactRadius = 5,
  148.     },
  149.             
  150. }