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PC Gamer (Italian) 35
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PC Gamer IT CD 35 1-2.iso
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UADEMO
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MSUADEMO.EXE
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CABFILE
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IDR_CABFILE
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DATA
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SCRIPTS
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SSND.SCR
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1998-07-24
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75KB
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2,741 lines
modify_vehicle 1
snd_normal_sample = sounds/Tucker.wav
snd_normal_pitch = -3000
snd_normal_volume = 60
snd_wait_sample = sounds/Tucker.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 180
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 60
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 60
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 120
end
modify_weapon 1
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 180
snd_normal_pitch = 12000
snd_hit_sample = sounds/Blast01.wav
snd_hit_volume = 180
snd_hit_pitch = 0
end
modify_vehicle 2
snd_normal_sample = sounds/tucker.wav
snd_normal_pitch = -6000
snd_normal_volume = 60
snd_wait_sample = sounds/Tucker.wav
snd_wait_pitch = -7000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 150
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 30
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 30
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 2
snd_launch_sample = sounds/tankgun1.wav
snd_launch_volume = 180
snd_launch_pitch = 9000
snd_normal_sample = sounds/idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 0
snd_hit_sample = sounds/Smex003.wav
snd_hit_volume = 210
snd_hit_pitch = -3000
end
modify_vehicle 3
snd_normal_sample = sounds/tiger.wav
snd_normal_pitch = -3000
snd_normal_volume = 80
max_pitch = 0.15
snd_wait_sample = sounds/tiger.wav
snd_wait_pitch = -2000
snd_wait_volume = 80
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 120
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 250
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 30
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 30
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 3
snd_launch_sample = sounds/biggun.wav
snd_launch_volume = 120
snd_launch_pitch = 15000
snd_normal_sample = sounds/idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 0
snd_hit_sample = sounds/grex03.wav
snd_hit_volume = 210
snd_hit_pitch = 0
end
modify_vehicle 16
snd_normal_sample = sounds/Tucker.wav
snd_normal_pitch = 0
snd_normal_volume = 60
snd_wait_sample = sounds/Tucker.wav
snd_wait_pitch = 0
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 120
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 180
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 30
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 30
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 16
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 5000
snd_hit_sample = sounds/Smex04.wav
snd_hit_volume = 180
snd_hit_pitch = 0
end
modify_vehicle 11
snd_normal_sample = sounds/toff.wav
snd_normal_pitch = -6000
snd_normal_volume = 80
max_pitch = 0.4
snd_wait_sample = sounds/toff.wav
snd_wait_pitch = -3000
snd_wait_volume = 80
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 120
snd_goingdown_sample = sounds/grex03.wav
snd_goingdown_pitch = -5000
snd_goingdown_volume = 1000
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 30
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 30
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_vehicle 12
snd_normal_sample = sounds/Tucker.wav
snd_normal_pitch = -8000
snd_normal_volume = 60
snd_wait_sample = sounds/Tucker.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 120
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 40
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 40
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 12
snd_launch_sample = sounds/mykoblow.WAV
snd_launch_volume = 120
snd_launch_pitch = -5000
snd_normal_sample = sounds/Lanze.wav
snd_normal_volume = 200
snd_normal_pitch = -4000
snd_hit_sample = sounds/grex01.wav ; HIT
snd_hit_volume = 300
snd_hit_pitch = 0
end
modify_vehicle 13
end
modify_weapon 13
end
modify_vehicle 4
snd_normal_sample = sounds/bigjet02.wav
snd_normal_pitch = 0
snd_normal_volume = 75
snd_wait_sample = sounds/bigjet02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 11000
snd_goingdown_volume = 210
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 0
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -2000
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 4
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 3000
snd_hit_sample = sounds/Smex003.wav
snd_hit_volume = 250
snd_hit_pitch = 0
end
modify_vehicle 5
snd_normal_sample = sounds/bigjet02.wav
snd_normal_pitch = -5000
snd_normal_volume = 75
snd_wait_sample = sounds/bigjet02.wav
snd_wait_pitch = -8000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 9000
snd_goingdown_volume = 210
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 0
snd_explode_volume = 180
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -2000
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 5
snd_launch_sample = sounds/mg1.wav
snd_launch_volume = 60
snd_launch_pitch = 0
snd_normal_sample = sounds/flyby01.wav
snd_normal_volume = 90
snd_normal_pitch = 1500
snd_hit_sample = sounds/grex03.wav
snd_hit_volume = 400
snd_hit_pitch = 0
end
modify_vehicle 6
snd_normal_sample = sounds/heli02.wav
snd_normal_pitch = 0
snd_normal_volume = 90
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_wait_sample = sounds/heli02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_goingdown_sample = sounds/heli02.wav
snd_goingdown_pitch = -6500
snd_goingdown_volume = 180
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 6
snd_normal_sample = sounds/zoom02.wav
snd_normal_volume = 120
snd_normal_pitch = 10000
snd_hit_sample = sounds/smex003.wav
snd_hit_volume = 250
snd_hit_pitch = 0
end
modify_vehicle 7
snd_normal_sample = sounds/bigjet02.wav
snd_normal_pitch = -2000
snd_normal_volume = 75
snd_wait_sample = sounds/bigjet02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 8000
snd_goingdown_volume = 120
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 0
snd_explode_volume = 180
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 7
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 12000
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 210
snd_hit_pitch = 0
end
modify_vehicle 8
snd_normal_sample = sounds/bigjet02.wav
snd_normal_pitch = -2000
snd_normal_volume = 75
snd_wait_sample = sounds/bigjet02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 5000
snd_goingdown_volume = 150
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 0
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 8
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 5000
snd_hit_sample = sounds/smex02.wav
snd_hit_volume = 210
snd_hit_pitch = 0
end
modify_vehicle 9
snd_normal_sample = sounds/bigjet02.wav
snd_normal_pitch = -2000
snd_normal_volume = 90
snd_wait_sample = sounds/bigjet02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 8000
snd_goingdown_volume = 120
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 1500
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_vehicle 10
snd_normal_sample = sounds/bigjet02.wav
snd_normal_pitch = 4000
snd_normal_volume = 75
snd_wait_sample = sounds/bigjet02.wav
snd_wait_pitch = 0
snd_wait_volume = 60
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 9000
snd_goingdown_volume = 120
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 5000
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 10
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 8000
snd_hit_sample = sounds/Smex003.wav
snd_hit_volume = 210
snd_hit_pitch = 4000
end
modify_vehicle 14
snd_normal_sample = sounds/Jetheli.wav
snd_normal_pitch = -4000
snd_normal_volume = 110
max_pitch = 0.2
snd_fire_sample = sounds/minigun.wav
snd_fire_volume = 160
snd_wait_sample = sounds/Jetheli.wav
snd_wait_pitch = -8000
snd_wait_volume = 90
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 0
snd_goingdown_volume = 180
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 3000
snd_explode_volume = 180
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
modify_weapon 14
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 85
snd_normal_pitch = 5000
snd_hit_sample = sounds/smex003.wav
snd_hit_volume = 250
snd_hit_pitch = -2000
end
modify_vehicle 15
snd_normal_sample = sounds/Jetheli2.wav
snd_normal_pitch = -2500
snd_normal_volume = 110
max_pitch = 0.2
snd_fire_sample = sounds/mg1.wav
snd_fire_volume = 90
snd_wait_sample = sounds/Jetheli2.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 0
snd_goingdown_volume = 180
snd_explode_sample = sounds/grex03.wav
snd_explode_pitch = 3000
snd_explode_volume = 120
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_beamin_sample = sounds/appear3.wav
snd_beamin_volume = 250
end
;---------------------------------------------------------------------------------------------------
;
; DER_SCHLAUE_URFIN WAFFE FsR LAURIN.
; Rakete
;
modify_weapon 15
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 2000
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 250
snd_hit_pitch = 0
end
;---------------------------------------------------------------------------------------------
;End of the honest, peaceloving and madly bloodthirsty Uservehicles
;---------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------
;
; Les Kytherneser
;
;
; Meet`em, love`em, kill`em
;------------------------------------------------------------------------------------------------
;
; SPEEDY extrem wendiger und schneller Bodengleiter
;
modify_vehicle 22
snd_normal_sample = sounds/kythjet.wav
snd_normal_pitch = 11000
snd_normal_volume = 90
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_wait_sample = sounds/kythjet.wav
snd_wait_pitch = 11000
snd_wait_volume = 60
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 5000
snd_goingdown_volume = 180
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 3000
snd_explode_volume = 150
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
end
;----------------------------------------------------------------------------------------------------------------
;
; GONZALES Laser für Speedy
;
;
modify_weapon 22
snd_normal_sample = sounds/laser01.wav
snd_normal_volume = 60
snd_normal_pitch = 10000
snd_launch_sample = sounds/ufoshot.wav
snd_launch_volume = 120
snd_launch_pitch = -1500
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 120
snd_hit_pitch = 0
end
;------------------------------------------------------------------------------------------------
;
; KYTHER-UFO
;
modify_vehicle 23
snd_normal_sample = sounds/kythdu.wav
snd_normal_pitch = -3000
snd_normal_volume = 90
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_wait_sample = sounds/kythdu.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_goingdown_sample = sounds/heli02.wav
snd_goingdown_pitch = -9000
snd_goingdown_volume = 180
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 3000
snd_explode_volume = 150
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
end
;----------------------------------------------------------------------------------------------------------------
;
; SPIELBERG Laser für Kyther-Ufo
;
;
modify_weapon 23
snd_normal_sample = sounds/laser01.wav
snd_normal_volume = 60
snd_normal_pitch = 10000
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 120
snd_hit_pitch = 0
end
;------------------------------------------------------------------------------------------------
;
; KYTERNESER HUBSCHRAUBER 1 (Der Braune Klassiker)
;
modify_vehicle 24
snd_normal_sample = sounds/heli02.wav
snd_normal_pitch = -3000
snd_normal_volume = 90
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_wait_sample = sounds/heli02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_goingdown_sample = sounds/heli02.wav
snd_goingdown_pitch = -9000
snd_goingdown_volume = 180
snd_explode_sample = sounds/smex05.wav
snd_explode_pitch = 3000
snd_explode_volume = 150
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
end
;----------------------------------------------------------------------------------------------------------------
;
; ACHILLES WAFFE FÜR KYTERNESER-HUBI.
; Rakete
;
modify_weapon 24
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 5000
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 180
snd_hit_pitch = 0
end
;------------------------------------------------------------------------------------------------
;
; Ghargoil 3
; -AAARGGGGHHHH !!!!
;
modify_vehicle 25
snd_normal_sample = sounds/fatheli.wav
snd_normal_pitch = 0
snd_normal_volume = 180
max_pitch = 0.4
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_wait_sample = sounds/fatheli.wav
snd_wait_pitch = -2000
snd_wait_volume = 60
snd_goingdown_sample = sounds/heli02.wav
snd_goingdown_pitch = -9000
snd_goingdown_volume = 180
snd_explode_sample = sounds/smex05.wav
snd_explode_pitch = 3000
snd_explode_volume = 150
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
end
;------------------------------------------------------------- ;
; Rammbamm
; Bombe fⁿr Garghoil 3
;
modify_weapon 25
snd_launch_sample = sounds/mg1.wav
snd_launch_volume = 150
snd_launch_pitch = 0
snd_normal_sample = sounds/flyby01.wav
snd_normal_volume = 120
snd_normal_pitch = -9000
snd_hit_sample = sounds/smex02.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
;------------------------------------------------------------- ;
; KYTERNESER FLUGZEUG FYUGI ("AgrarFlugzeug")
;
modify_vehicle 130
snd_normal_sample = sounds/propo2.wav
snd_normal_pitch = -2000
snd_normal_volume = 90
max_pitch = 0.4
snd_wait_sample = sounds/propo2.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -3000
end
;--------------------------------------------------------------------------------------------
;
; FYUGII BOMBE
;
;
modify_weapon 17
snd_launch_sample = sounds/mg1.wav
snd_launch_volume = 150
snd_launch_pitch = 0
snd_normal_sample = sounds/zoom01.WAV
snd_normal_volume = 120
snd_normal_pitch = -7000
snd_hit_sample = sounds/smex02.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
;-------------------------------------------------------------
; KYTERNESER PANZER (Schwerer Panzer)
; TEKH
;
modify_vehicle 26
snd_normal_sample = sounds/Tucker3.wav
snd_normal_pitch = -6000
snd_normal_volume = 90
max_pitch = 0.3
snd_wait_sample = sounds/Tucker3.wav
snd_wait_pitch = -6000
snd_wait_volume = 60
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_explode_sample = sounds/smex02.wav
snd_explode_pitch = 0
snd_explode_volume = 180
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -3000
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
end
;------------------------------------------------------------- ;
; ION_TICHY WAFFE FÜR KYTERNESER-PANZER.
; Granate
;
modify_weapon 26
snd_launch_sample = sounds/bumm01.wav
snd_launch_volume = 150
snd_launch_pitch = 8000
snd_normal_sample = sounds/zoom02.wav
snd_normal_volume = 75
snd_normal_pitch = 0
snd_hit_sample = sounds/smex002.wav
snd_hit_volume = 200
snd_hit_pitch = 0
end
;------------------------------------------------------------- ;
; KYTERNESER GIGANT (Klassischer Ufo-Look)
;
modify_vehicle 27
snd_normal_sample = sounds/kythjet.wav
snd_normal_pitch = 0
snd_normal_volume = 150
snd_wait_sample = sounds/kythjet.wav
snd_wait_pitch = -5000
snd_wait_volume = 150
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 120
snd_fire_pitch = -4000
snd_goingdown_sample = sounds/kythjet.wav
snd_goingdown_pitch = -10000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -3000
end
;------------------------------------------------------------- ;
; KYTERNESER GIGANT (Klassischer Ufo-Look)
; For USER only
;
modify_vehicle 133
snd_normal_sample = sounds/kythjet.wav
snd_normal_pitch = 0
snd_normal_volume = 150
snd_wait_sample = sounds/kythjet.wav
snd_wait_pitch = -5000
snd_wait_volume = 150
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 120
snd_fire_pitch = -4000
snd_goingdown_sample = sounds/kythjet.wav
snd_goingdown_pitch = -10000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -3000
end
;------------------------------------------------------------- ;
; COHEN WAFFE FÜR DEN KYTERNESER-GIGANTEN
; LaserSchuß
;
modify_weapon 27
snd_normal_sample = sounds/aloop3.wav
snd_normal_volume = 210
snd_normal_pitch = 10000
snd_hit_sample = sounds/Gigshot.wav
snd_hit_volume = 150
snd_hit_pitch = 4000
end
;------------------------------------------------------------- ;
; modified KYTERNESER HUBI
; Kann exakt der 24 entsprechen, weil es sich nur durch bevorzugte
; Flugh"he von dieser unterscheidet.
;
modify_vehicle 28
snd_normal_sample = sounds/heli02.wav
snd_normal_pitch = -3000
snd_normal_volume = 90
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_wait_sample = sounds/heli02.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_goingdown_sample = sounds/heli02.wav
snd_goingdown_pitch = -9000
snd_goingdown_volume = 180
snd_explode_sample = sounds/smex05.wav
snd_explode_pitch = 0
snd_explode_volume = 180
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
end
;-------------------------------------------------------------
; ACHILLES WAFFE FÜR KYTERNESER-HUBI.
; Rakete
;
modify_weapon 28
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 5000
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 180
snd_hit_pitch = 0
end
;-------------------------------------------------------------
; KYTERNESER OHRMU (Aufklärungs-Sattelit)
;
modify_vehicle 29
snd_normal_sample = sounds/kythjet.wav
snd_normal_pitch = 0
snd_normal_volume = 90
snd_wait_sample = sounds/kythjet.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;------------------------------------------------------------- ;
; KYTERNESER GIGANT (Klassischer Ufo-Look)
; Unterscheidet sich nur durch die bevorzugte Flugh"he von der 27,
; sollte einfach von dort kopiert werden.
;
modify_vehicle 30
snd_normal_sample = sounds/kythjet.wav
snd_normal_pitch = 0
snd_normal_volume = 150
snd_wait_sample = sounds/kythjet.wav
snd_wait_pitch = -5000
snd_wait_volume = 150
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_goingdown_sample = sounds/kythjet.wav
snd_goingdown_pitch = -10000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;------------------------------------------------------------- ;
; COHEN WAFFE FÜR DEN KYTERNESER-GIGANTEN
; LaserSchuß
;
modify_weapon 30
snd_normal_sample = sounds/aloop3.wav
snd_normal_volume = 150
snd_normal_pitch = 10000
snd_hit_sample = sounds/Gigshot.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
;------------------------------------------------------------- ;
; KYTERNESER TRICKINA
; schneller Jet
;
modify_vehicle 31
snd_normal_sample = sounds/bigjet03.wav
snd_normal_pitch = 0
snd_normal_volume = 90
snd_wait_sample = sounds/bigjet03.wav
snd_wait_pitch = -5000
snd_wait_volume = 60
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;--------------------------------------------------------------------------------------
; TRICHINENBEFALL
; Kleine, schnelle und starke Lenkrakete für
; den KYTERNESER-JET
;
modify_weapon 31
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 5000
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 180
snd_hit_pitch = 0
end
;---------------------------------------------------------------------------------------------------
;
;
;
; Meet the TAERKASTEN:
; Holy, brave and totally fanatic
;
;
;---------------------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------------------------------------
;
; TAERKASTEN-PANZER (Weltkriegs 1 - Tank)
;
modify_vehicle 32
snd_normal_sample = sounds/Tucker2.wav
snd_normal_pitch = -2000
snd_normal_volume = 90
snd_wait_sample = sounds/Tucker2.wav
snd_wait_pitch = 0
snd_wait_volume = 60
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_fire_pitch = 0
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 150
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 0
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
end
;----------------------------------------------------------------------------------------------------------------
;
; FOGGWULF WAFFE FÜR TAERKASTENPANZER.
; Panzer-Granate
;
modify_weapon 32
snd_launch_sample = sounds/bumm01.wav
snd_launch_volume = 150
snd_launch_pitch = 3000
snd_normal_sample = sounds/zoom02.wav
snd_normal_volume = 65
snd_normal_pitch = 0
snd_hit_sample = sounds/smex002.wav
snd_hit_volume = 210
snd_hit_pitch = 0
end
;----------------------------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------------
;
; HETZEL
;
modify_vehicle 33
snd_normal_sample = sounds/propo2.wav
snd_normal_pitch = -7000
snd_normal_volume = 90
snd_wait_sample = sounds/propo2.wav
snd_wait_pitch = 0
snd_wait_volume = 60
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;--------------------------------------------------------------------------------------------
;
; PIFF PAFF
; MG Ratterpeng
;
modify_weapon 33
snd_launch_sample = sounds/hetzgun.wav
snd_launch_volume = 150
snd_launch_pitch = 5000
snd_normal_sample = sounds/flyby01.wav
snd_normal_volume = 60
snd_normal_pitch = 8000
snd_hit_sample = sounds/smex003.wav
snd_hit_volume = 90
snd_hit_pitch = 0
end
;----------------------------------------------------------------------------------
;
; TAERKASTEN BRONSTEIJN KAMPFSATELLIT (MEGASTRANGE)
;
modify_vehicle 34
snd_normal_sample = sounds/bronman.wav
snd_normal_pitch = 4000
snd_normal_volume = 150
snd_wait_sample = sounds/bronman.wav
snd_wait_pitch = 0
snd_wait_volume = 70
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;-----------------------------------------------------------------------------------------------------------------
;
; BRONSTEIJNS_NEFFE Waffe für BRONSTEIJN (Killer-Satellitt)
; LASER-FLASH / HAUT absolut übel rein.
;
modify_weapon 34
snd_normal_sample = sounds/zoom01.wav
snd_normal_volume = 250
snd_normal_pitch = 4000
snd_hit_sample = sounds/bronbumm.wav
snd_hit_volume = 350
snd_hit_pitch = 0
end
;----------------------------------------------------------------------------------
;
; TAERKASTEN BRONSTEIJN KAMPFSATELLIT (MEGASTRANGE)
; Version fuer User
;
modify_vehicle 134
snd_normal_sample = sounds/bronman.wav
snd_normal_pitch = 4000
snd_normal_volume = 150
snd_wait_sample = sounds/bronman.wav
snd_wait_pitch = 0
snd_wait_volume = 70
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;-----------------------------------------------------------------------------------------------------------------
;
; BRONSTEIJNS_NEFFE Waffe für BRONSTEIJN (Killer-Satellitt)
; LASER-FLASH / HAUT absolut übel rein.
; User-Version
;
modify_weapon 20
snd_normal_sample = sounds/zoom01.wav
snd_normal_volume = 250
snd_normal_pitch = 4000
snd_hit_sample = sounds/bronbumm.wav
snd_hit_volume = 350
snd_hit_pitch = 0
end
;----------------------------------------------------------------------------------
;
; TAERKASTEN OTSCHKO Satellit mit großem Radarbereich.
;
modify_vehicle 35
snd_normal_sample = sounds/bigjet03.wav
snd_normal_pitch = -7000
snd_normal_volume = 90
snd_wait_sample = sounds/bigjet03.wav
snd_wait_pitch = -9000
snd_wait_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;----------------------------------------------------------------------------------
;
; TAERKASTEN SERP
; Geschoßähnliches Flug-Gerät, RAKETENFAHRZEUG... ganz neu...
;
modify_vehicle 36
snd_normal_sample = sounds/jaul.wav
snd_normal_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_volume = 150
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_pitch = -500
snd_crashvhcl_volume = 90
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_pitch = -1000
snd_crashland_volume = 90
end
;--------------------------------------------------------------------------------------------
;
; WAFFE FÜR RAKETENFLUGZEUG
;
modify_weapon 36
snd_launch_sample = sounds/bumm04.wav
snd_launch_volume = 150
snd_launch_pitch = 2000
snd_normal_sample = sounds/Idle01.wav
snd_normal_volume = 120
snd_normal_pitch = 4000
snd_hit_sample = sounds/Smex05.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
;--------------------------------------------------------------------------------------------------------
;
; TAERKASTEN LEONID
; Weltkrieg 1 - Panzer / übelst fettes Ding
;
modify_vehicle 37
snd_normal_sample = sounds/leogo8.wav
snd_normal_pitch = -4000
snd_normal_volume = 90
max_pitch = 0.4
snd_wait_sample = sounds/leoidle8.wav
snd_wait_pitch = 0
snd_wait_volume = 90
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_fire_pitch = 0
snd_explode_sample = sounds/grex01.wav
snd_explode_pitch = 0
snd_explode_volume = 150
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = -5000
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
end
;--------------------------------------------------------------------------------------------------------
;
; FOGGWULF2
; Schwere Granate für den großen fetten
; TAERKASTEN-Panzer
;
modify_weapon 37
snd_launch_sample = sounds/bumm04.wav
snd_launch_volume = 150
snd_launch_pitch = 6000
snd_normal_sample = sounds/zoom02.wav
snd_normal_volume = 60
snd_normal_pitch = 0
snd_hit_sample = sounds/smex02.wav
snd_hit_volume = 210
snd_hit_pitch = 0
end
;----------------------------------------------------------------------------------------------------------------
;
; MNOSJETZ
; Doppeldecker
;
;
modify_vehicle 38
snd_normal_sample = sounds/propo2.wav
snd_normal_pitch = -7000
snd_normal_volume = 90
snd_wait_sample = sounds/propo2.wav
snd_wait_pitch = 0
snd_wait_volume = 60
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;--------------------------------------------------------------------------------------------
;
; PAVIAN AFFE FÜR TAERKASTEN-FLUGZEUG.
;
;
modify_weapon 38
snd_normal_sample = sounds/flyby01.wav
snd_normal_volume = 40
snd_normal_pitch = 8000
snd_hit_sample = sounds/smex003.wav
snd_hit_volume = 90
snd_hit_pitch = 0
end
;---------------------------------------------------------------------------------------------------
;
; TAERKASTEN ZEPPELIN
;
modify_vehicle 131
snd_normal_sample = sounds/zepp.wav
snd_normal_pitch = 0
snd_normal_volume = 170
max_pitch = 0.2
snd_wait_sample = sounds/zepp.wav
snd_wait_pitch = 0
snd_wait_volume = 200
snd_fire_sample = sounds/mg3.wav
snd_fire_volume = 90
snd_goingdown_sample = sounds/flyby01.wav
snd_goingdown_pitch = 3000
snd_goingdown_volume = 120
snd_explode_sample = sounds/bumm04.wav
snd_explode_pitch = 3000
snd_explode_volume = 210
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
end
;--------------------------------------------------------------------------------------------
;
; ALI_BABA
; 1000 Pfund Bombe!
;
modify_weapon 18
snd_launch_sample = sounds/mg1.wav
snd_launch_volume = 60
snd_launch_pitch = 0
snd_normal_sample = sounds/flyby01.wav
snd_normal_volume = 90
snd_normal_pitch = 2500
snd_hit_sample = sounds/roboex1.wav
snd_hit_volume = 500
snd_hit_pitch = 0
end
;---------------------------------------------------------------------------------------------------
;
; USER-Robo
;
modify_vehicle 56
snd_normal_sample = sounds/usrrob.wav
snd_normal_pitch = 0
snd_normal_volume = 1000
; DAS COCKPIT-SAMPLE des ROBOS und dessen NORMAL-SAMPLE sind
; sehr wichtig. Diese wird man die meiste Zeit h"ren.
; snd_cockpit_sample = sounds/usrcock.wav
; snd_cockpit_pitch = 0
; snd_cockpit_volume = 60
;
; Anmerkung: Beide BEAMFX sind nur beim USER-ROBO notwendig.
; FeindRobos k"nnen sich nicht beamen.
; Sinn macht noch ein BEAMIN bei FAHRZEUGE
; ... ich wei~ jetzt aber nicht ob das funktioniert.
; Weiterhin m?ssen die L"ngen ungef"hr eingehalten werden.
; BEAMIN: 2 sec
; BEAMOUT: 1 sec
snd_beamin_sample = sounds/beamin.wav
snd_beamin_volume = 250
snd_beamout_sample = sounds/beamout.wav ; reversed und k?rzer :-)
snd_beamout_volume = 210
snd_explode_sample = sounds/roboex1.wav
snd_explode_pitch = 0
snd_explode_volume = 1000
snd_build_sample = sounds/build.wav
snd_build_volume = 350
end
;--------------------------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------------------------------------------------------
; WAFFEN FsR USER-ROBO 90......93
;--------------------------------------------------------------------------------------------------------------------------------------
;
; BASIC_FLAKFEUJA Ist eine MG-Flak !
; SPEZIALOBJEKT: EINSCHUSS (Vergleiche Waffe 49 !)
;
modify_weapon 90
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 6000
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
;-------------------------------------------------------------
;
; Die Robo MG∩s
;
;
modify_weapon 91
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 6500
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_weapon 92
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 5800
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 3000
snd_normal_volume = 60
end
modify_weapon 93
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 5000
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 3000
snd_normal_volume = 60
end
;--------------------------------------------------------
; Die Internet Variante
;--------------------------------------------------------
modify_weapon 120
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 5000
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 3000
snd_normal_volume = 60
end
;--------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------
; DER GROSSE KYTERNESER (Der unf"rmige mit dem Horn...)
;------------------------------------------------------------------------------------------------------
modify_vehicle 57
snd_normal_sample = sounds/kythrob.wav
snd_normal_pitch = -5000
snd_normal_volume = 1000
snd_wait_sample = sounds/kythrob.wav
snd_wait_pitch = -8000
snd_wait_volume = 1000
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_explode_sample = sounds/roboex1.wav
snd_explode_pitch = 0
snd_explode_volume = 1000
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_beamin_sample = sounds/beamin.wav
snd_beamin_volume = 250
snd_beamout_sample = sounds/beamout.wav
snd_beamout_volume = 210
snd_build_sample = sounds/build.wav
snd_build_volume = 350
end
;---------------------------------------------------------------------------------------------------------
; KYTERNESER KLEIN, SIEHT GENAU WIE DER GIGANT AUS
; Wird auch als Robo verwendet
;------------------------------------------------------------------------------------------------------
modify_vehicle 59
snd_normal_sample = sounds/kythrob.wav
snd_normal_pitch = 0
snd_normal_volume = 1000
snd_wait_sample = sounds/kythrob.wav
snd_wait_pitch = -5000
snd_wait_volume = 1000
snd_fire_sample = sounds/mg2.wav
snd_fire_volume = 90
snd_fire_pitch = -4000
snd_explode_sample = sounds/roboex1.wav
snd_explode_pitch = 0
snd_explode_volume = 1000
snd_genesis_sample = sounds/lowapp.wav
snd_genesis_volume = 90
snd_genesis_pitch = 1000
snd_crashland_sample = sounds/Helicrsh.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_beamin_sample = sounds/beamin.wav
snd_beamin_volume = 250
snd_beamout_sample = sounds/beamout.wav
snd_beamout_volume = 210
snd_build_sample = sounds/build.wav
snd_build_volume = 350
end
;---------------------------------------------------------------------------------------------------
;
; MINI-KYTERNESER-FLAK
; Granaten
modify_weapon 83
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 0
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 60
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 300
snd_hit_pitch = 1000
end
;-------------------------------------------------------------
;
; BIG-KYTERNESER-FLAK
; Schwere selbstlenkende Missilles
;
modify_weapon 84
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 35
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 300
snd_hit_pitch = 1000
end
;------------------------------------------------------------------
; Die Internet Variante
;-----------------------------------------------------------------
modify_weapon 121
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 0
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 60
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 300
snd_hit_pitch = 1000
end
;-----------------------------------------------------------------
; Die Internet Variante
;----------------------------------------------------------------
modify_weapon 122
snd_normal_sample = sounds/aloop1.wav
snd_normal_volume = 150
snd_normal_pitch = 10000
snd_hit_sample = sounds/brutzel.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/mykoblow.wav
snd_launch_volume = 200
snd_launch_pitch = 0
end
;---------------------------------------------------------------------------------------------------------------------------------------------------
;
; TAERKASTENROBO
;
modify_vehicle 60
snd_normal_sample = sounds/taerrob.wav
snd_normal_pitch = 0
snd_normal_volume = 1000
snd_wait_sample = sounds/taerrob.wav
snd_wait_pitch = -5000
snd_wait_volume = 1000
snd_explode_sample = sounds/roboex1.wav
snd_explode_pitch = 2000
snd_explode_volume = 000
snd_crashland_sample = sounds/crashve3.wav
snd_crashland_volume = 90
snd_crashvhcl_sample = sounds/crashve.wav
snd_crashvhcl_volume = 90
snd_beamin_sample = sounds/beamin.wav
snd_beamin_volume = 250
snd_beamout_sample = sounds/beamout.wav
snd_beamout_volume = 210
snd_build_sample = sounds/build.wav
snd_build_volume = 350
end
;--------------------------------------------------------------------------------------------------------------------------------------
;
; TAERKASTEN-ROBO-FLAK
; Schwere Granate
;
modify_weapon 81
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 150
snd_launch_pitch = 2000
snd_normal_sample = sounds/zoom02.wav
snd_normal_volume = 90
snd_normal_pitch = 0
snd_hit_sample = sounds/smex003.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
;----------------------------------------------------------------------------------
; Die Internet Variante
;---------------------------------------------------------------------------------
modify_weapon 123
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 150
snd_launch_pitch = 2000
snd_normal_sample = sounds/zoom02.wav
snd_normal_volume = 90
snd_normal_pitch = 0
snd_hit_sample = sounds/smex003.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
;------------------------------------------------------------------------------------------------------
;
; SMALL USER AA FLAK
;
;--------------------------------------------------------------------------------------------------
modify_weapon 96
snd_hit_sample = sounds/Gun1.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/AAGun.wav
snd_launch_volume = 120
snd_launch_pitch = -3000
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 96
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------------
;
; USERFLAK0 Flak-Granate, explodiert noch im Flug.
; Waffe f?r USER-FLAKSTELLUNG / untere Flak1
;
modify_weapon 100
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 100
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------------
;
; USERFLAK1 Flak-Granate, explodiert noch im Flug.
; Waffe f?r USER-FlakStellung / untere Flak 2 *** kann v"llig der Waffe 100 entsprechen ***
;
modify_weapon 101
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 101
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------------
;
; USERFLAK2 Flak-Granate, explodiert noch im Flug.
; Waffe f?r User-Flakstellung / obere Waffe 1 *** kann v"llig der Waffe 100 entsprechen ***
;
modify_weapon 102
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 102
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------------
;
; USERFLAK3 Flak-Granate, explodiert noch im Flug.
; Waffe f?r User-FlakStellung / obere Waffe 2 *** kann v"llig der Waffe 100 entsprechen ***
;
modify_weapon 103
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 103
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------------
;
; USERFLAK4 Flak-Granate, explodiert noch im Flug.
; Waffe f?r USER-KRAFTWERKS-FLAK 1 *** kann v"llig der Waffe 100 entsprechen ***
;
modify_weapon 104
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 104
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------------
;
; USERFLAK5 Flak-Granate, explodiert noch im Flug.
; Waffe f?r USER-KRAFTWERKS-FLAK 2 *** kann v"llig der Waffe 100 entsprechen ***
;
modify_weapon 105
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
modify_vehicle 105
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;----------------------------------------------------------------------------------------------------------
;
; STANDARDBODENFLAK
;
modify_weapon 106
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 35
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 150
snd_hit_pitch = 1000
end
modify_vehicle 106
snd_explode_sample = sounds/smex02.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;---------------------------------------------------------------------------------------------------------
;
; Gitterturm-Flak
;
modify_weapon 107
snd_launch_sample = sounds/shot01.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/zoom01.wav
snd_normal_volume = 90
snd_normal_pitch = 0
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
modify_vehicle 107
snd_explode_sample = sounds/smex02.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;---------------------------------------------------------------------------------------------------------
;
; TAERKASTENFLAK
;
modify_weapon 108
snd_launch_sample = sounds/shot01.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/zoom01.wav
snd_normal_volume = 90
snd_normal_pitch = 0
snd_hit_sample = sounds/Smex002.wav
snd_hit_volume = 150
snd_hit_pitch = 0
end
modify_vehicle 108
snd_explode_sample = sounds/smex02.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;---------------------------------------------------------------------------------------------------------
;
; RADARSCHUESSEL
;
;
modify_vehicle 109
snd_explode_sample = sounds/smex02.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;-------------------------------------------------------------------------------------------------------
;
; Feindflak 1 auf GEMSEKTOR und KRAFTWERK
;
;---------------------------------------------------------------------------------------------------------
;
modify_weapon 111
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 35
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 300
snd_hit_pitch = 1000
end
modify_vehicle 111
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;---------------------------------------------------------------------------------------------------------
;
; Alternative Feindflak
; original ist 111
;
;
modify_weapon 115
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 35
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 300
snd_hit_pitch = 1000
end
modify_vehicle 115
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;---------------------------------------------------------------------------------------------------------
;
;
; GRASGITTERFLAK
;
;
modify_weapon 116
snd_launch_sample = sounds/shot1.wav
snd_launch_volume = 210
snd_launch_pitch = 1000
snd_normal_sample = sounds/_iii.wav
snd_normal_volume = 35
snd_normal_pitch = 0
snd_hit_sample = sounds/explo1.wav
snd_hit_volume = 300
snd_hit_pitch = 1000
end
modify_vehicle 116
snd_explode_sample = sounds/smex04.wav
snd_explode_pitch = 0
snd_explode_volume = 180
end
;--------------------------------------------------------------------------------------------------------------------------
; DIE DICKEN BROCKEN UND SCH╓NEN EXPLOSIONEN
;
;----------------------------------------------------------
;----------------------------------------------------------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------------------------------------------
;
; BRUCH
;
; Bruch sind sowohl "Kaschier"Explosionen an einstⁿrzenden
; HΣusern als auch zusΣtzliche wegfliegende Brocken an
; explodierenden Fahrzeugen, etc.
;
; GrundsΣtzlich ist zu sagen, da▀ BRUCH in jedem Fall eine TODGEBURT ist.
; Das hei▀t: Alle diese Dinger sind normale Vehicle, die zum
; Zeitpunkt der Explosion im abstⁿrzenden Zustand
; aktiviert werden. (Und dann einfach runterfallen.)
; Das wiederum bedeutet: von BRUCH wird man nur
; + GOINGDOWN und
; + EXPLODE zu h÷ren bekommen.
;
; Ich hatte allerinx ein Problem, dass ich manchmal nicht GOINGDOWN nehmen musste
; sondern NORMAL... hm... is noch nicht klar..... (siehe 84) damit die
; Brocken beim Wegfliegen pfeifen. (RΣtselhaft.)
;
; Dabei wird gelegentlich zu experimentieren sein, mu▀ jetzt nun
; ein GOINGDOWN genommen werden oder ein EXPLODE. (oder NORMAL)
; Weiterhin ist zu beachten, da▀ meist 8 Stⁿck davon gleichzeitig
; aktiviert werden... Es mu▀ also nicht ALLES vertont werden.
;
;------------------------------------------------------------------------------------------------------------------
;
; NOISY GROSSKRATER
;
; Angeknackste HochhΣuser fallen zum Krater zusammne
;
;
;
modify_vehicle 39
snd_explode_sample = sounds/rumpel1.wav
snd_explode_pitch = -2000
snd_explode_volume = 450
end
;----------------------------------------------------------------------------------------------
;
; STECKENBRUCH, ein lΣnglicher Brocken
;
modify_vehicle 40
snd_explode_sample = sounds/shot7.wav
snd_explode_pitch = 0
snd_explode_volume = 90
end
;----------------------------------------------------------------------------------------------
;
; KYTERNESER-BRUCHST▄CK
;
modify_vehicle 41
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 5000
snd_normal_volume = 90
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 5000
snd_goingdown_volume = 90
snd_explode_sample = sounds/shot01.wav
snd_explode_pitch = 0
snd_explode_volume = 120
end
;-----------------------------------------------------------------------------------------------
;
; Additional Destruction Explosion 1
;
modify_vehicle 42
end
;-----------------------------------------------------------------------------------------------
;
; Additional Destruction Explosion 2
;
modify_vehicle 43
end
;-----------------------------------------------------------------------------------------------
;
; Additional Destruction Explosion 3
;
modify_vehicle 44
end
;------------------------------------------------------------------------------------------
;
; DUSTERWOLKENAUSSTOSS, glⁿhender Brocken
; der eine lange Rauchwolke hinter sich herzieht.
;
modify_vehicle 45
end
;------------------------------------------------------------------------------------------
;
; MINIBROCKEN, ganz kleiner Brocken
;
modify_vehicle 46
end
;-----------------------------------------------------------------------------------------------
;
; Additional Destruction Explosion 4, ZIEMLICH FETT UND GROSS
;
modify_vehicle 47
end
;-----------------------------------------------------------------------------------------------
;
; BlueExplonalZeukx, CHaos mit Blitzen
;
modify_vehicle 48
end
;------------------------------------------------------------------------------------------------
;
; Von 49 bis ... liegen die neuen SOUND-"DummiEs"
; Eigentlich sind es keine. Weil: ich nehm die typischsten Sachen
; und fertige einfach eine Kopie davon an, die dann vertont wird, und
; NUR EINMAL an die HΣuser rangebunden wird, gar nicht an die Fahrzeuge.
; Also: man sieht schon was.
;
; TYPISCH IST F▄R DIE MEISTEN H─USER:
; INTAKT -----------> 1.Zerst÷rungsStufe : 49 NOISY DUSTERWOLKE
; 1.Zerst÷rungsStufe -----------> 2.Zerst÷rungsStufe : 51 NOISY MEDIUM EXPLO (SHK+PAL)
; 2.Zerst÷rungsStufe -----------> KRATER : 52 NOISY SMALL EXPLO (SHK+PAL)
;
;------------------------------------------------------------------------------------------------
;
; NOISY DUSTERWOLKE
;
; Die bekannte Dusterwolke.
; H─USER: INTAKT -------------------> ANGEKNACKST / ANGER─UCHERT
;
modify_vehicle 49
snd_explode_sample = sounds/explo1.wav
snd_explode_pitch = 1000
snd_explode_volume = 150
end
;------------------------------------------------------------------------------------------------
;
; NOISY BIG EXPLO SHAKE PALETTE
;
; GROSSE FETTE EXPLOSION / NUR WIRKLICH GROSSE, SEKTORF▄LLENDE GEB─UDE
; H─USER: ANGEKNACKST -------------------> RICHTIG EINGEST▄RZT / SCHWER ANGESCHLAGEN
;
modify_vehicle 50
snd_explode_sample = sounds/rumpel1.wav
snd_explode_pitch = 0
snd_explode_volume = 450
end
;------------------------------------------------------------------------------------------------
;
; NOISY MEDIUM EXPLO SHAKE PALETTE
;
; NORMALE EXPLOSION / GROSSE UND NORMALE GEB─UDE
; H─USER: ANGEKNACKST -------------------> RICHTIG EINGEST▄RZT / SCHWER ANGESCHLAGEN
;
modify_vehicle 51
snd_explode_sample = sounds/rumpel1.wav
snd_explode_pitch = 8000
snd_explode_volume = 450
end
;------------------------------------------------------------------------------------------------
;
; NOISY SMALL EXPLO SHAKE PALETTE
;
; EXPLOSION / KLEINE GEB─UDE / GEB─UDERESTE
; H─USER: ANGEKNACKST -------------------> RICHTIG EINGEST▄RZT / SCHWER ANGESCHLAGEN
;
modify_vehicle 52
snd_explode_sample = sounds/smex06.wav
snd_explode_pitch = 0
snd_explode_volume = 450
end
;------------------------------------------------------------------------------------------------
;
; NOISY GESPLITTER
;
; Kleinere GartenZΣune, Masten, etc. splittern auseinander.
; Optisch: Brocken, Steine (Splitter?) werden weggeschleudert...
;
modify_vehicle 53
snd_explode_sample = sounds/explo1.wav
snd_explode_pitch = 1000
snd_explode_volume = 150
end
;------------------------------------------------------------------------------------------------
;
; NOISY ZERBR╓SEL
;
; Felsen, SteinSΣulen, SteinTore werden zerlegt.
; Optisch: SteinBrocken werden weggeschleudert...
;
modify_vehicle 54
snd_explode_sample = sounds/explo1.wav
snd_explode_pitch = -4000
snd_explode_volume = 150
end
;------------------------------------------------------------------------------------------------
;
; NOISY BLECHBRUCH
;
; STAHLPlatten werden zerhaun und verbeult.
; Kraftwerke, Bunker etc.
; Optisch: Eine Explosion.
;
modify_vehicle 55
snd_explode_sample = sounds/Stahlbr.WAV
snd_explode_pitch = 2000
snd_explode_volume = 150
end
;----------------------------------------------------------------------------------------------
;
; EIN KLEINER BROCKEN MIT RAUCH
;
modify_vehicle 82
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 2000
snd_normal_volume = 90
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 2000
snd_goingdown_volume = 90
snd_explode_sample = sounds/shot7.wav
snd_explode_pitch = 1000
snd_explode_volume = 120
end
;----------------------------------------------------------------------------
;
; EIN MITTLERER BROCKEN MIT RAUCH
;
modify_vehicle 83
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 2000
snd_normal_volume = 90
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 2000
snd_goingdown_volume = 90
snd_explode_sample = sounds/shot7.wav
snd_explode_pitch = 1000
snd_explode_volume = 120
end
;------------------------------------------------------------------------------------------
;
; EIN SEHR KLEINER Glⁿhender BROCKEN MIT RAUCH
;
modify_vehicle 84
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 7000
snd_normal_volume = 40
snd_goingdown_sample = sounds/idle01.wav
snd_goingdown_pitch = 7000
snd_goingdown_volume = 40
snd_explode_sample = sounds/shot7.wav
snd_explode_pitch = 1000
snd_explode_volume = 90
end
;-----------------------------------------------------------------------------------------------
;
; Die neue Explosion (mit TRACY-Particles)
;
modify_vehicle 85
end
;------------------------------------------------------------------------------------------------------------------
;
;
; SCALE FX
;
;
; SCH╓N UND HARDGECODET
;--------------------------------------------------------------------------------------------------------------
;
; ScaleFX am Hausbruch
;
;modify_vehicle 118
; snd_explode_sample = sounds/Smex05.wav
; snd_explode_pitch = 000
; snd_explode_volume = 350
;end
modify_vehicle 118
snd_goingdown_sample = sounds/Smex05.wav
snd_goingdown_pitch = 000
snd_goingdown_volume = 350
end
;----------------------------------------------------------------------------------------------------
; Roter ScaleRing gro▀
;
;--------------------------------------------------------------------------------------------------
modify_vehicle 121
snd_explode_sample = sounds/KytroEx1.WAV
snd_explode_pitch = 4000
snd_explode_volume = 650
end
;--------------------------------------------------------------------------------------------------------------
;
; Blau1 ScaleRing gro▀
;
;--------------------------------------------------------------------------------------------------
modify_vehicle 122
snd_explode_sample = sounds/KytroEx1.WAV
snd_explode_pitch = 4000
snd_explode_volume = 650
end
;--------------------------------------------------------------------------------------------------------------
;
; Taer Zeppelinbombe ScaleRing
;
;--------------------------------------------------------------------------------------------------
modify_vehicle 129
snd_goingdown_sample = sounds/blitz6.wav
snd_goingdown_pitch = 0
snd_goingdown_volume = 450
end
;--------------------------------------------------------------------------------------------------------------
;
;
; Weitere Scaleringe
;
;---------------------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------------------
;
; SPECIAL SCFX WUSCHELRING (Plastischer Scale-Ring)
;
modify_vehicle 21
snd_goingdown_sample = sounds/blitz3.wav
snd_goingdown_pitch = -2000
snd_goingdown_volume = 210
end
;-----------------------------------------------------------------------------------------------
;
; D▄NNER RING
;
modify_vehicle 17
snd_explode_sample = sounds/blitz6.wav
snd_explode_pitch = 0
snd_explode_volume = 210
end
;---------------------------------------------------------------------------------------------------------
;
; TUTORIAL ROBO
;---------------------------------------------------------------------------------------------------------
modify_vehicle 132
snd_normal_sample = sounds/Bigjet02.wav
snd_normal_volume = 120
snd_normal_pitch = -5000
snd_explode_sample = sounds/roboex1.wav
snd_explode_volume = 350
end
;---------------------------------------------------------------------------------------------------------
;
; TUTORIAL BOJEN- Flache Keksdosen
;
;---------------------------------------------------------------------------------------------------------
; Die bewaffnete Variante
;---------------------------------------------------------------------------------------------------------
modify_vehicle 142
snd_normal_sample = sounds/Bigjet02.wav
snd_normal_volume = 120
snd_normal_pitch = -4000
max_pitch 0.4
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 0
snd_goingdown_volume = 180
snd_explode_sample = sounds/bumm04.wav
snd_explode_volume = 150
end
;---------------------------------------------------------------------------------------------------------
;
; Die Waffe fⁿr die Tutorial Boje -entspricht der Userrobo Flak
;
;---------------------------------------------------------------------------------------------------------
modify_weapon 19
snd_hit_sample = sounds/bumm01.wav
snd_hit_volume = 150
snd_hit_pitch = 0
snd_launch_sample = sounds/flak02.wav
snd_launch_volume = 120
snd_launch_pitch = 0
snd_normal_sample = sounds/idle01.wav
snd_normal_pitch = 4000
snd_normal_volume = 60
end
;---------------------------------------------------------------------------------------------------------
;
; Die unbewaffnete Tutorial Boje
;
;---------------------------------------------------------------------------------------------------------
modify_vehicle 138
snd_normal_sample = sounds/Bigjet02.wav
snd_normal_volume = 120
snd_normal_pitch = -4000
max_pitch 0.4
snd_goingdown_sample = sounds/zoom02.wav
snd_goingdown_pitch = 0
snd_goingdown_volume = 180
snd_explode_sample = sounds/bumm04.wav
snd_explode_volume = 150
end
;---------------------------------------------------------------------------------------------------------