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  1. -- TEMPLATE
  2. -- DO NOT MODIFY THIS TEMPLATE
  3. --
  4. -- This template has all the readability signals currently in use.  
  5. -- Change the <Template> string to the pack name
  6. -- 
  7. -- To switch between alternate sound responses add a new set of 
  8. -- bracketed parameters, making sure there is a comma after the bracket eg,
  9. --                {
  10. --                PROBABILITY = 500,
  11. --                soundFile = "SOUNDS/<full path to wav file>",
  12. --                Volume = 255,
  13. --                min = 2,
  14. --                max = 300,
  15. --                sound_unscalable = 1,
  16. --                },
  17. -- Probability determines how often a wave is played in response to the signal
  18. -- To allow for possibility of no sound in response to a signal, sounds should sum
  19. -- to less than 1000. eg. if you dont want sound to be played every single time 
  20. -- player receives an order might have total PROBABILITY for all sounds = 500.
  21. --------------------------------------------------
  22. --    Created By: <your_name>
  23. --   Description: <short_description>
  24. --------------------------
  25. SOUNDPACK.mutant_ab1 = {
  26. -----------------------------------------------------------------------------------
  27.     CHATTERING = {
  28.     -- general background mutants type muttering, creepiness good 
  29.                 {
  30.                 PROBABILITY = 50,
  31.                 soundFile = "SOUNDS/mutants/Midle1.wav",
  32.                 Volume = 255,
  33.                 min = 2,
  34.                 max = 300,
  35.                 sound_unscalable = 0,
  36.                 },
  37.                 
  38.                 {
  39.                 PROBABILITY = 50,
  40.                 soundFile = "SOUNDS/mutants/Midle2.wav",
  41.                 Volume = 255,
  42.                 min = 2,
  43.                 max = 300,
  44.                 sound_unscalable = 0,
  45.                 },
  46.                 
  47.                 {
  48.                 PROBABILITY = 50,
  49.                 soundFile = "SOUNDS/mutants/Midle3.wav",
  50.                 Volume = 255,
  51.                 min = 2,
  52.                 max = 300,
  53.                 sound_unscalable = 0,
  54.                 },
  55.                 
  56.                 {
  57.                 PROBABILITY = 50,
  58.                 soundFile = "SOUNDS/mutants/Midle4.wav",
  59.                 Volume = 255,
  60.                 min = 2,
  61.                 max = 300,
  62.                 sound_unscalable = 0,
  63.                 },
  64.                 
  65.                 {
  66.                 PROBABILITY = 50,
  67.                 soundFile = "SOUNDS/mutants/Midle5.wav",
  68.                 Volume = 255,
  69.                 min = 2,
  70.                 max = 300,
  71.                 sound_unscalable = 0,
  72.                 },
  73.                 
  74.                 {
  75.                 PROBABILITY = 50,
  76.                 soundFile = "SOUNDS/mutants/Midle6.wav",
  77.                 Volume = 255,
  78.                 min = 2,
  79.                 max = 300,
  80.                 sound_unscalable = 0,
  81.                 },
  82.                 
  83.                 {
  84.                 PROBABILITY = 50,
  85.                 soundFile = "SOUNDS/mutants/Midle7.wav",
  86.                 Volume = 255,
  87.                 min = 2,
  88.                 max = 300,
  89.                 sound_unscalable = 0,
  90.                 },
  91.                 
  92.                 {
  93.                 PROBABILITY = 50,
  94.                 soundFile = "SOUNDS/mutants/Midle8.wav",
  95.                 Volume = 255,
  96.                 min = 2,
  97.                 max = 300,
  98.                 sound_unscalable = 0,
  99.                 },
  100.                 
  101.                 {
  102.                 PROBABILITY = 50,
  103.                 soundFile = "SOUNDS/mutants/Midle9.wav",
  104.                 Volume = 255,
  105.                 min = 2,
  106.                 max = 300,
  107.                 sound_unscalable = 0,
  108.                 },
  109.                 
  110.                 {
  111.                 PROBABILITY = 50,
  112.                 soundFile = "SOUNDS/mutants/Midle10.wav",
  113.                 Volume = 255,
  114.                 min = 2,
  115.                 max = 300,
  116.                 sound_unscalable = 0,
  117.                 },
  118.                 
  119.                 {
  120.                 PROBABILITY = 50,
  121.                 soundFile = "SOUNDS/mutants/Midle11.wav",
  122.                 Volume = 255,
  123.                 min = 2,
  124.                 max = 300,
  125.                 sound_unscalable = 0,
  126.                 },
  127.                 
  128.                 {
  129.                 PROBABILITY = 50,
  130.                 soundFile = "SOUNDS/mutants/Midle12.wav",
  131.                 Volume = 255,
  132.                 min = 2,
  133.                 max = 300,
  134.                 sound_unscalable = 0,
  135.                 },
  136.              },
  137. -----------------------------------------------------------------------------------
  138.     PAIN = {
  139.     --response to being hit by bullets eg. aaghh!, ouch would not be considered sufficiently macho
  140.                 {
  141.                 PROBABILITY = 166,
  142.                 soundFile = "SOUNDS/mutants/Mpain1.wav",
  143.                 Volume = 255,
  144.                 min = 2,
  145.                 max = 300,
  146.                 sound_unscalable = 0,
  147.                 },
  148.                 
  149.                 {
  150.                 PROBABILITY = 166,
  151.                 soundFile = "SOUNDS/mutants/Mpain2.wav",
  152.                 Volume = 255,
  153.                 min = 2,
  154.                 max = 300,
  155.                 sound_unscalable = 0,
  156.                 },
  157.                 
  158.                 {
  159.                 PROBABILITY = 166,
  160.                 soundFile = "SOUNDS/mutants/Mpain3.wav",
  161.                 Volume = 255,
  162.                 min = 2,
  163.                 max = 300,
  164.                 sound_unscalable = 0,
  165.                 },
  166.                 
  167.                 {
  168.                 PROBABILITY = 166,
  169.                 soundFile = "SOUNDS/mutants/Mpain4.wav",
  170.                 Volume = 255,
  171.                 min = 2,
  172.                 max = 300,
  173.                 sound_unscalable = 0,
  174.                 },
  175.                 
  176.                 {
  177.                 PROBABILITY = 166,
  178.                 soundFile = "SOUNDS/mutants/Mpain5.wav",
  179.                 Volume = 255,
  180.                 min = 2,
  181.                 max = 300,
  182.                 sound_unscalable = 0,
  183.                 },
  184.                 
  185.                 {
  186.                 PROBABILITY = 166,
  187.                 soundFile = "SOUNDS/mutants/Mpain6.wav",
  188.                 Volume = 255,
  189.                 min = 2,
  190.                 max = 300,
  191.                 sound_unscalable = 0,
  192.                 },
  193.              },
  194. -----------------------------------------------------------------------------------
  195.     DEATH = {
  196.     -- sad ballad of death - eg. aaaaaaaaaaggghhhh! oh... Im dieing tell .....
  197.                 {
  198.                 PROBABILITY = 333,
  199.                 soundFile = "SOUNDS/mutants/Mdeath1.wav",
  200.                 Volume = 255,
  201.                 min = 2,
  202.                 max = 300,
  203.                 sound_unscalable = 0,
  204.                 },
  205.                 
  206.                 {
  207.                 PROBABILITY = 333,
  208.                 soundFile = "SOUNDS/mutants/Mdeath2.wav",
  209.                 Volume = 255,
  210.                 min = 2,
  211.                 max = 300,
  212.                 sound_unscalable = 0,
  213.                 },
  214.                 
  215.                 {
  216.                 PROBABILITY = 333,
  217.                 soundFile = "SOUNDS/mutants/Mdeath3.wav",
  218.                 Volume = 255,
  219.                 min = 2,
  220.                 max = 300,
  221.                 sound_unscalable = 0,
  222.                 },
  223.              },
  224. -----------------------------------------------------------------------------------
  225.     JUMP = {
  226.     -- sound of mutants leaving ground and flying through the air
  227.                 {
  228.                 PROBABILITY = 1000,
  229.                 soundFile = "SOUNDS/mutants/Mjump1.wav",
  230.                 Volume = 255,
  231.                 min = 2,
  232.                 max = 300,
  233.                 sound_unscalable = 0,
  234.                 },
  235.              },
  236.              
  237. -----------------------------------------------------------------------------------
  238.     EAT = {
  239.     -- mutant eating corpses sound
  240.                 {
  241.                 PROBABILITY = 1000,
  242.                 soundFile = "SOUNDS/mutants/Meating.wav ",
  243.                 Volume = 125,
  244.                 min = 2,
  245.                 max = 300,
  246.                 sound_unscalable = 0,
  247.                 },
  248.              },
  249.              
  250. -----------------------------------------------------------------------------------
  251.     MELEE_SWIPE = {
  252.     -- fearsome sound of mutant claw slicing through air
  253.                 {
  254.                 PROBABILITY = 333,
  255.                 soundFile = "SOUNDS/mutants/Mswipe1.wav",
  256.                 Volume = 55,
  257.                 min = 2,
  258.                 max = 300,
  259.                 sound_unscalable = 0,
  260.                 },
  261.                 
  262.                 {
  263.                 PROBABILITY = 333,
  264.                 soundFile = "SOUNDS/mutants/Mswipe2.wav",
  265.                 Volume = 55,
  266.                 min = 2,
  267.                 max = 300,
  268.                 sound_unscalable = 0,
  269.                 },
  270.                 
  271.                 {
  272.                 PROBABILITY = 333,
  273.                 soundFile = "SOUNDS/mutants/Mswipe3.wav",
  274.                 Volume = 55,
  275.                 min = 2,
  276.                 max = 300,
  277.                 sound_unscalable = 0,
  278.                 },
  279.              },
  280.              
  281. -----------------------------------------------------------------------------------
  282.     MELEE_BITE = {
  283.     -- chomp
  284.                 {
  285.                 PROBABILITY = 500,
  286.                 soundFile = "SOUNDS/mutants/Mbite1.wav",
  287.                 Volume = 55,
  288.                 min = 2,
  289.                 max = 300,
  290.                 sound_unscalable = 0,
  291.                 },
  292.                 
  293.                 {
  294.                 PROBABILITY = 500,
  295.                 soundFile = "SOUNDS/mutants/Mbite2.wav",
  296.                 Volume = 55,
  297.                 min = 2,
  298.                 max = 300,
  299.                 sound_unscalable = 0,
  300.                 },
  301.              },
  302. -----------------------------------------------------------------------------------
  303.     MELEE_ATTACK = {
  304.     -- horrible grunting and salivating a terror to behold
  305.                 {
  306.                 PROBABILITY = 83,
  307.                 soundFile = "SOUNDS/mutants/Midle1.wav",
  308.                 Volume = 255,
  309.                 min = 2,
  310.                 max = 300,
  311.                 sound_unscalable = 0,
  312.                 },
  313.                 
  314.                 {
  315.                 PROBABILITY = 83,
  316.                 soundFile = "SOUNDS/mutants/Midle2.wav",
  317.                 Volume = 255,
  318.                 min = 2,
  319.                 max = 300,
  320.                 sound_unscalable = 0,
  321.                 },
  322.                 
  323.                 {
  324.                 PROBABILITY = 83,
  325.                 soundFile = "SOUNDS/mutants/Midle3.wav",
  326.                 Volume = 255,
  327.                 min = 2,
  328.                 max = 300,
  329.                 sound_unscalable = 0,
  330.                 },
  331.                 
  332.                 {
  333.                 PROBABILITY = 83,
  334.                 soundFile = "SOUNDS/mutants/Midle4.wav",
  335.                 Volume = 255,
  336.                 min = 2,
  337.                 max = 300,
  338.                 sound_unscalable = 0,
  339.                 },
  340.                 
  341.                 {
  342.                 PROBABILITY = 83,
  343.                 soundFile = "SOUNDS/mutants/Midle5.wav",
  344.                 Volume = 255,
  345.                 min = 2,
  346.                 max = 300,
  347.                 sound_unscalable = 0,
  348.                 },
  349.                 
  350.                 {
  351.                 PROBABILITY = 83,
  352.                 soundFile = "SOUNDS/mutants/Midle6.wav",
  353.                 Volume = 255,
  354.                 min = 2,
  355.                 max = 300,
  356.                 sound_unscalable = 0,
  357.                 },
  358.                 
  359.                 {
  360.                 PROBABILITY = 83,
  361.                 soundFile = "SOUNDS/mutants/Midle7.wav",
  362.                 Volume = 255,
  363.                 min = 2,
  364.                 max = 300,
  365.                 sound_unscalable = 0,
  366.                 },
  367.                 
  368.                 {
  369.                 PROBABILITY = 83,
  370.                 soundFile = "SOUNDS/mutants/Midle8.wav",
  371.                 Volume = 255,
  372.                 min = 2,
  373.                 max = 300,
  374.                 sound_unscalable = 0,
  375.                 },
  376.                 
  377.                 {
  378.                 PROBABILITY = 83,
  379.                 soundFile = "SOUNDS/mutants/Midle9.wav",
  380.                 Volume = 255,
  381.                 min = 2,
  382.                 max = 300,
  383.                 sound_unscalable = 0,
  384.                 },
  385.                 
  386.                 {
  387.                 PROBABILITY = 83,
  388.                 soundFile = "SOUNDS/mutants/Midle10.wav",
  389.                 Volume = 255,
  390.                 min = 2,
  391.                 max = 300,
  392.                 sound_unscalable = 0,
  393.                 },
  394.                 
  395.                 {
  396.                 PROBABILITY = 83,
  397.                 soundFile = "SOUNDS/mutants/Midle11.wav",
  398.                 Volume = 255,
  399.                 min = 2,
  400.                 max = 300,
  401.                 sound_unscalable = 0,
  402.                 },
  403.                 
  404.                 {
  405.                 PROBABILITY = 83,
  406.                 soundFile = "SOUNDS/mutants/Midle12.wav",
  407.                 Volume = 255,
  408.                 min = 2,
  409.                 max = 300,
  410.                 sound_unscalable = 0,
  411.                 },
  412.              },
  413. -----------------------------------------------------------------------------------
  414.     ACT_SURPRISED = {
  415.     --AI reacts to unexpected event such as player seen
  416.     -- eg. what the heck, crikey
  417.                 {
  418.                 PROBABILITY = 500,
  419.                 soundFile = "",
  420.                 Volume = 255,
  421.                 min = 2,
  422.                 max = 300,
  423.                 sound_unscalable = 0,
  424.                 },
  425.              },
  426.              
  427. -----------------------------------------------------------------------------------
  428.     AI_AGGRESSIVE = {
  429.     --aggressive sounds
  430.                 {
  431.                 PROBABILITY = 20,
  432.                 soundFile = "",
  433.                 Volume = 255,
  434.                 min = 2,
  435.                 max = 300,
  436.                 sound_unscalable = 0,
  437.                 },
  438.              },
  439. ------------------------------------------------------------------------------------
  440.     THREATEN = {
  441.     --AI threatens the player while attacking    
  442.     --eg. I'm gonna tear you apart!            
  443.                 {
  444.                 PROBABILITY = 166,
  445.                 soundFile = "SOUNDS/mutants/Mthreaten1.wav",
  446.                 Volume = 255,
  447.                 min = 2,
  448.                 max = 300,
  449.                 sound_unscalable = 0,
  450.                 },
  451.                 
  452.                 {
  453.                 PROBABILITY = 166,
  454.                 soundFile = "SOUNDS/mutants/Mthreaten2.wav",
  455.                 Volume = 255,
  456.                 min = 2,
  457.                 max = 300,
  458.                 sound_unscalable = 0,
  459.                 },
  460.                 
  461.                 {
  462.                 PROBABILITY = 166,
  463.                 soundFile = "SOUNDS/mutants/Mthreaten3.wav",
  464.                 Volume = 255,
  465.                 min = 2,
  466.                 max = 300,
  467.                 sound_unscalable = 0,
  468.                 },
  469.                 
  470.                 {
  471.                 PROBABILITY = 166,
  472.                 soundFile = "SOUNDS/mutants/Mthreaten4.wav",
  473.                 Volume = 255,
  474.                 min = 2,
  475.                 max = 300,
  476.                 sound_unscalable = 0,
  477.                 },
  478.                 
  479.                 {
  480.                 PROBABILITY = 166,
  481.                 soundFile = "SOUNDS/mutants/Mthreaten5.wav",
  482.                 Volume = 255,
  483.                 min = 2,
  484.                 max = 300,
  485.                 sound_unscalable = 0,
  486.                 },
  487.                 
  488.                 {
  489.                 PROBABILITY = 166,
  490.                 soundFile = "SOUNDS/mutants/Mthreaten6.wav",
  491.                 Volume = 255,
  492.                 min = 2,
  493.                 max = 300,
  494.                 sound_unscalable = 0,
  495.                 },
  496.         },
  497. -----------------------------------------------------------------------------------
  498.     ACT_AFRAID = {
  499.     --AI fear gestures
  500.     --eg. "Aaaargh!" , help
  501.                 {
  502.                 PROBABILITY = 500,
  503.                 soundFile = "",
  504.                 Volume = 255,
  505.                 min = 2,
  506.                 max = 300,
  507.                 sound_unscalable = 0,
  508.                 },
  509.              },
  510. -----------------------------------------------------------------------------------
  511.     POINTING = {
  512.     --AI sights the player and points to where he can be found
  513.     --"There he is!", "There"
  514.                 {
  515.                 PROBABILITY = 500,
  516.                 soundFile = "",
  517.                 Volume = 255,
  518.                 min = 2,
  519.                 max = 300,
  520.                 sound_unscalable = 0,
  521.                 },
  522.              },
  523. -----------------------------------------------------------------------------------
  524.     AI_DOWN = {
  525.     --AI calls out that they have been hit
  526.     -- sound of pain
  527.                 {
  528.                 PROBABILITY = 250,
  529.                 soundFile = "",
  530.                 Volume = 255,
  531.                 min = 2,
  532.                 max = 300,
  533.                 sound_unscalable = 0,
  534.                 },
  535.              },
  536. -----------------------------------------------------------------------------------
  537.     RESPOND_DOWN = {
  538.     --Team member responds to one of their team members down
  539.     -- eg. "Man hit!"
  540.                 {
  541.                 PROBABILITY = 500,
  542.                 soundFile = "",
  543.                 Volume = 255,
  544.                 min = 2,
  545.                 max = 300,
  546.                 sound_unscalable = 0,
  547.                 },
  548.              },
  549. ---------------------------------------------------------------------------------
  550.  
  551.     ORDER_RECEIVED = {
  552.     --This signal is generated when a team member accepts an order from the leader
  553.     --eg. "Right"
  554.                 {
  555.                 PROBABILITY = 150,
  556.                 soundFile = "",
  557.                 Volume = 255,
  558.                 min = 2,
  559.                 max = 300,
  560.                 sound_unscalable = 0,
  561.                 },
  562.              },
  563. ---------------------------------------------------------------------------------
  564.     GRENADE_SEEN = {
  565.     --This signal is generated when an AI sees a grenade that could threaten him.
  566.     --eg. "Incoming", "Grenade!"
  567.                 {
  568.                 PROBABILITY = 500,
  569.                 soundFile = "",
  570.                 Volume = 255,
  571.                 min = 2,
  572.                 max = 300,
  573.                 sound_unscalable = 0,
  574.                 },
  575.              },
  576. ---------------------------------------------------------------------------------
  577.     GAS_GRENADE_EFFECT = {
  578.     --Suffocation noises / animation in response to a gas grenade.
  579.     --eg. <Suffocating noises> <Wheezing noises>
  580.                 {
  581.                 PROBABILITY = 500,
  582.                 soundFile = "",
  583.                 Volume = 255,
  584.                 min = 2,
  585.                 max = 300,
  586.                 sound_unscalable = 0,
  587.                 },
  588.              },
  589. ------------------------------------------------------------------------------------
  590.     FLASHBANG_GRENADE_EFFECT = {
  591.     --Blinded  noises / animation in response to a flashbang grenade.
  592.     --eg. "I cant see" "Im blinded"
  593.                 {
  594.                 PROBABILITY = 500,
  595.                 soundFile = "",
  596.                 Volume = 255,
  597.                 min = 2,
  598.                 max = 300,
  599.                 sound_unscalable = 0,
  600.                 },
  601.              },
  602. ------------------------------------------------------------------------------------
  603.     RESPOND_CLEAR = {
  604.     --Team member responds with clear sign after status check from Leader
  605.                 {
  606.                 PROBABILITY = 500,
  607.                 soundFile = "",
  608.                 Volume = 255,
  609.                 min = 2,
  610.                 max = 300,
  611.                 sound_unscalable = 0,
  612.                 },
  613.              },
  614. ------------------------------------------------------------------------------------
  615.     IDLE_TO_INTERESTED  = {
  616.     --Enemy was previously careless and happy. There was a sound or another type of target, 
  617.     --but he could not decide whether it was an enemy. He should not be overly aggressive.
  618.     -- eg. "Huh?" "Mmmh?"
  619.                 {
  620.                 PROBABILITY = 250,
  621.                 soundFile = "",
  622.                 Volume = 255,
  623.                 min = 2,
  624.                 max = 300,
  625.                 sound_unscalable = 0,
  626.                 },
  627.              },
  628. ------------------------------------------------------------------------------------
  629.     FIRST_HOSTILE_CONTACT = {
  630.     --The enemy has perceived a hostile target for the first time. 
  631.     --He would not say ôThere HE isö, because that implies that he already had HIM as a target.
  632.     --eg. "There!", "Intruder"
  633.                 {
  634.                 PROBABILITY = 250,
  635.                 soundFile = "",
  636.                 Volume = 255,
  637.                 min = 2,
  638.                 max = 300,
  639.                 sound_unscalable = 0,
  640.                 },
  641.              },
  642. ------------------------------------------------------------------------------------
  643.      STAY_ALERT = {
  644.     --The enemy had some sort of disturbance or was otherwise threatened, but after some minutes 
  645.     --there is no follow up. So now he is just about to relax a little bit, but stay alerted.
  646.     --eg. "Somethings there - I know it!", "Keep alert!"
  647.                 {
  648.                 PROBABILITY = 500,
  649.                 soundFile = "",
  650.                 Volume = 255,
  651.                 min = 2,
  652.                 max = 300,
  653.                 sound_unscalable = 0,
  654.                 },
  655.              },
  656. ------------------------------------------------------------------------------------
  657.     
  658.     ENEMY_TARGET_LOST = {
  659.     --The enemy lost the contact with his immediate hostile target. 
  660.     --This doesnÆt happen every time the hostile target hides behind a rock 
  661.     --this happens after there wasnÆt any contact with it for some minutes.
  662.     --eg. "Dammit - I lost him!", "Where did he go?"
  663.                 {
  664.                 PROBABILITY = 250,
  665.                 soundFile = "",
  666.                 Volume = 255,
  667.                 min = 2,
  668.                 max = 300,
  669.                 sound_unscalable = 0,
  670.                 },
  671.              },
  672. ------------------------------------------------------------------------------------
  673.     ENEMY_TARGET_REGAIN = {
  674.     --The enemy has regained contact with a target that he was engaged with before 
  675.     --or was otherwise threatened by. ôThere he isö would do nicely here.
  676.                 {
  677.                 PROBABILITY = 500,
  678.                 soundFile = "",
  679.                 Volume = 255,
  680.                 min = 2,
  681.                 max = 300,
  682.                 sound_unscalable = 0,
  683.                 },
  684.              },
  685. ------------------------------------------------------------------------------------
  686.     IDLE_TO_THREATENED = {
  687.     --Enemy was careless and happy before, and now there is an obviously hostile target 
  688.     --which may or may not be an actual enemy (can be an explosion or a gunshot).
  689.     -- eg. "Holy cow!"
  690.                 {
  691.                 PROBABILITY = 250,
  692.                 soundFile = "",
  693.                 Volume = 255,
  694.                 min = 2,
  695.                 max = 300,
  696.                 sound_unscalable = 0,
  697.                 },
  698.              },
  699. ------------------------------------------------------------------------------------
  700.     GETTING_SHOT_AT = {
  701.     --I think this one is fairly self-explanatory, but just in case û this is when 
  702.     --the enemy detects that someone is shooting at him (emphasis on someone!!!). 
  703.     --He does not know who!
  704.     --eg. "Someones shooting at me !"
  705.                 {
  706.                 PROBABILITY = 50,
  707.                 soundFile = "",
  708.                 Volume = 255,
  709.                 min = 2,
  710.                 max = 300,
  711.                 sound_unscalable = 0,
  712.                 },
  713.              },
  714. ------------------------------------------------------------------------------------
  715.     FRIEND_DEATH = {
  716.     --The enemy detected that one of his friends (people with the same group as him) 
  717.     --has just been shoot, or otherwise died. He does not know who shot him!
  718.     --eg. "Man hit!"
  719.                 {
  720.                 PROBABILITY = 500,
  721.                 soundFile = "",
  722.                 Volume = 255,
  723.                 min = 2,
  724.                 max = 300,
  725.                 sound_unscalable = 0,
  726.                 },
  727.              },
  728. ------------------------------------------------------------------------------------
  729.     DEAD_BODY_FOUND = {
  730.     --The enemy found a dead body. He does not know who killed him.
  731.     --eg. "Man down!"
  732.                 {
  733.                 PROBABILITY = 500,
  734.                 soundFile = "",
  735.                 Volume = 255,
  736.                 min = 2,
  737.                 max = 300,
  738.                 sound_unscalable = 0,
  739.                 },
  740.              },
  741. ------------------------------------------------------------------------------------
  742.     INTERESTED_TO_IDLE = {
  743.     --There was some kind of target, but it somehow went away, and the 
  744.     --enemy has no desire to pursue it any further.
  745.     --eg. "They don't pay me enough for this crap!", "Whatever"
  746.                 {
  747.                 PROBABILITY = 250,
  748.                 soundFile = "",
  749.                 Volume = 255,
  750.                 min = 2,
  751.                 max = 300,
  752.                 sound_unscalable = 0,
  753.                 },
  754.              },
  755. ------------------------------------------------------------------------------------
  756.     GET_REINFORCEMENTS = {
  757.     --Enemy announces that he will go and try to get reinforcements.
  758.     --eg. "I'll get help!"
  759.                 {
  760.                 PROBABILITY = 500,
  761.                 soundFile = "",
  762.                 Volume = 255,
  763.                 min = 2,
  764.                 max = 300,
  765.                 sound_unscalable = 0,
  766.                 },
  767.              },
  768. ------------------------------------------------------------------------------------
  769.     CALL_REINFORCEMENTS = {
  770.     --Enemy uses radio or similiar to call reinforcements.
  771.     --eg. "We need help here!"
  772.                 {
  773.                 PROBABILITY = 500,
  774.                 soundFile = "",
  775.                 Volume = 255,
  776.                 min = 2,
  777.                 max = 300,
  778.                 sound_unscalable = 0,
  779.                 },
  780.              },
  781. ------------------------------------------------------------------------------------
  782.     FIRE_IN_THE_HOLE = {
  783.     --The AI is about to throw a grenade (of any kind so far, later we can classify it).
  784.     -- eg. "Fire in the hole!", "Grenade"
  785.                 {
  786.                 PROBABILITY = 500,
  787.                 soundFile = "",
  788.                 Volume = 255,
  789.                 min = 2,
  790.                 max = 300,
  791.                 sound_unscalable = 0,
  792.                 },
  793.             }            
  794. }