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- Script:LoadScript("scripts/materials/commoneffects.lua");
-
- Materials["mat_rubber"] = {
- type="rubber",
- -------------------------------------
- PhysicsSounds=PhysicsSoundsTable.Soft,
- -------------------------------------
- bullet_hit = {
- sounds = {
- {"Sounds/bullethits/pbullet1.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/pbullet3.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/pbullet4.wav",SOUND_UNSCALABLE,200,5,60},
-
- },
- particleEffects = {
- name = "bullet.hit_default.a",
- },
- },
- pancor_bullet_hit = {
- sounds = {
- {"Sounds/bullethits/pbullet1.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/pbullet3.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/pbullet4.wav",SOUND_UNSCALABLE,200,5,60},
-
- },
- particleEffects = {
- name = "bullet.hit_default.a",
- },
- },
- melee_slash = {
- sounds = {
- {"Sounds/bullethits/pbullet2.wav",SOUND_UNSCALABLE,200,5,60},
- },
- particleEffects = {
- name = "bullet.hit_default.a",
- },
- },
-
- 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,
-
- -------------------------------------
- player_walk = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,140,10,100},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,140,10,100},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,140,10,100},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,140,10,100},
- },
- },
- player_run = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,200,10,100},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,200,10,100},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,200,10,100},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,200,10,100},
- },
- },
- player_crouch = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,120,10,100},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,120,10,100},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,120,10,100},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,120,10,100},
- },
- },
- player_prone = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,120,10,100},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,120,10,100},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,120,10,100},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,120,10,100},
- },
- },
- player_walk_inwater = CommonEffects.player_walk_inwater,
-
- gameplay_physic = {
- piercing_resistence = 15,
- bouncyness=0.4, -- default 0.1
- friction = 1.5,
- },
-
- AI = {
- fImpactRadius = 5,
- },
-
- }