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Text File  |  2004-01-06  |  2.8 KB  |  78 lines

  1. Script:LoadScript("scripts/materials/commoneffects.lua");
  2. Materials["mat_glass"] = {
  3. -------------------------------------    
  4.     PhysicsSounds=PhysicsSoundsTable.Hard,
  5. -------------------------------------
  6.     bullet_hit = {
  7.         sounds = {
  8.             {"Sounds/Bullethits/bglass1.wav",SOUND_UNSCALABLE,200,5,60},
  9.             {"Sounds/Bullethits/bglass2.wav",SOUND_UNSCALABLE,200,5,60},
  10.             {"Sounds/Bullethits/bglass3.wav",SOUND_UNSCALABLE,200,5,60},
  11.             {"Sounds/Bullethits/bglass4.wav",SOUND_UNSCALABLE,200,5,60},
  12.             
  13.             
  14.         },
  15.     },
  16.     gameplay_physic = {
  17.         piercing_resistence = 0,
  18.         friction = 0.6,
  19.         bouncyness= 0.3, --default 0
  20.     }        ,
  21.  
  22.     projectile_hit = CommonEffects.common_projectile_hit,
  23.     mortar_hit = CommonEffects.common_mortar_hit,
  24.     smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
  25.     flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
  26.     grenade_hit = CommonEffects.common_grenade_hit,
  27.  
  28.     melee_slash = {
  29.         sounds = {
  30.             {"sounds/player/footsteps/metal/step1.wav",SOUND_UNSCALABLE,185,5,30},
  31.             {"sounds/player/footsteps/metal/step2.wav",SOUND_UNSCALABLE,185,5,30},
  32.             {"sounds/player/footsteps/metal/step3.wav",SOUND_UNSCALABLE,185,5,30},
  33.             {"sounds/player/footsteps/metal/step4.wav",SOUND_UNSCALABLE,185,5,30},
  34.         },
  35.     },
  36.     player_walk = {
  37.         sounds = {
  38.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,140,10,60},
  39.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,140,10,60},
  40.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,140,10,60},
  41.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,140,10,60},
  42.         },
  43.     },
  44.     player_run = {
  45.         sounds = {
  46.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,200,10,60},
  47.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,200,10,60},
  48.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,200,10,60},
  49.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,200,10,60},
  50.         },
  51.     },
  52.     player_crouch = {
  53.         sounds = {
  54.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,120,10,60},
  55.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,120,10,60},
  56.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,120,10,60},
  57.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,120,10,60},
  58.         },
  59.     },
  60.     player_prone = {
  61.         sounds = {
  62.             {"sounds/player/footsteps/sand_dry/step1.wav",SOUND_UNSCALABLE,120,10,60},
  63.             {"sounds/player/footsteps/sand_dry/step2.wav",SOUND_UNSCALABLE,120,10,60},
  64.             {"sounds/player/footsteps/sand_dry/step3.wav",SOUND_UNSCALABLE,120,10,60},
  65.             {"sounds/player/footsteps/sand_dry/step4.wav",SOUND_UNSCALABLE,120,10,60},
  66.         },
  67.     },
  68.     player_walk_inwater = CommonEffects.player_walk_inwater,
  69.     AI = {
  70.         fImpactRadius = 8,
  71.     },
  72.     
  73.     object_impact = {
  74.         sounds = {
  75.             {"Sounds/ObjectImpact/metalhit.wav",SOUND_UNSCALABLE,100,4,100},
  76.         },
  77.     }
  78. }