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- Script:LoadScript("scripts/materials/commoneffects.lua");
- Materials["mat_water"] = {
- type="water",
- -------------------------------------
- bullet_hit = {
- sounds = {
- {"Sounds/bullethits/bwater1.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/bwater2.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/bwater3.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/bwater4.wav",SOUND_UNSCALABLE,200,5,60},
-
- },
-
- particleEffects = {
- name = "bullet.hit_water.a",
- },
- },
-
- pancor_bullet_hit = {
- sounds = {
- {"Sounds/bullethits/bwater1.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/bwater2.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/bwater3.wav",SOUND_UNSCALABLE,200,5,60},
- {"Sounds/bullethits/bwater4.wav",SOUND_UNSCALABLE,200,5,60},
-
- },
-
- particleEffects = {
- name = "bullet.hit_water_pancor.a",
- },
- },
-
-
-
-
- grenade_splash = {
- --sounds = {
- --{"Sounds/weapons/grenade/splash1.wav",SOUND_UNSCALABLE,150,3,100},
- --},
- particles = {
-
- {--ExplosionSplashes =
- focus = 7,
- color = {1,1,1},
- speed = 8, -- default 10
- rotation = {x=0,y=0,z=0},
- count = 20, -- default 20
- size = 0.03, size_speed = 0.36, -- default size 0.03 size_speed 1
- gravity = {x = 0.0, y = 0.0, z = -25.0}, -- default z = -15
- lifetime = 0.55, -- default 0.7
- blend_type = 0,
- frames = 1,
- tid = System:LoadTexture("textures/dirt2.dds"),
- },
-
- {--WaterRipples
- focus = 0.0,
- color = {1,1,1},
- speed = 0.0,
- count = 3,
- size = 0.2, size_speed=4, -- default size_speed = 2
- gravity=0,
- lifetime=6, -- default 2
- tid = System:LoadTexture("textures\\ripple.dds"),
- frames=0,
- blend_type = 0,
- particle_type = 1,
- },
- },
- },
-
- projectile_hit = CommonEffects.water_projectile_hit,
- melee_slash = {
- sounds = {
- {"Sounds/weapons/grenade/splash1.wav",SOUND_UNSCALABLE,150,3,100},
- --{"sounds/player/footsteps/metal/step2.wav",SOUND_UNSCALABLE,185,5,30},
- --{"sounds/player/footsteps/metal/step3.wav",SOUND_UNSCALABLE,185,5,30},
- --{"sounds/player/footsteps/metal/step4.wav",SOUND_UNSCALABLE,185,5,30},
- },
- particleEffects = {
- name = "bullet.hit_water.a",
- },
- },
-
- grenade_explosion = {
- sounds = {
- {"Sounds/explosions/explosion4.wav",0,175,20,10000},
- },
- particleEffects = {
- name = "explosions.Grenade_water.ripples",
- },
- },
- grenade_hit = CommonEffects.water_splash,
-
- rock_hit = CommonEffects.water_splash,
-
- -- player_walk = {
- -- sounds = {
- -- {"sounds/player/footsteps/water/step1.wav",SOUND_UNSCALABLE,200,10,60},
- -- {"sounds/player/footsteps/water/step2.wav",SOUND_UNSCALABLE,200,10,60},
- -- {"sounds/player/footsteps/water/step3.wav",SOUND_UNSCALABLE,200,10,60},
- -- {"sounds/player/footsteps/water/step4.wav",SOUND_UNSCALABLE,200,10,60},
- -- },
-
- -- },
-
- player_drop = {
- sounds = {
- {"sounds/player/bodyfalls/bodysplash.wav",SOUND_UNSCALABLE,210,10,150},
- },
-
- },
-
-
- gameplay_physic = {
- piercing_resistence = 15,
- friction = 1,
- },
-
- AI = {
- fImpactRadius = 5,
- },
-
- }