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- Script:LoadScript("scripts/materials/commoneffects.lua");
- Materials["mat_plastic_nd"] = {
- -------------------------------------
- PhysicsSounds=PhysicsSoundsTable.Hard,
- -------------------------------------
- bullet_drop_single = CommonEffects.common_bullet_drop_single_ashphalt,
- bullet_drop_rapid = CommonEffects.common_bullet_drop_rapid_ashphalt,
- -------------------------------------
- bullet_hit = {
- sounds = {
- --{"Sounds/Weapons/MP5/Ric1.wav"},
- --{"Sounds/Weapons/MP5/Ric2.wav"},
- --{"Sounds/Weapons/MP5/Ric3.wav"},
- },
-
- particles = {
- { --HitSmoke
- focus = 1.5,
- color = {0.29,0.19,0.0},
- speed = 0.75,
- count = 4, --default 2
- size = 0.05,
- size_speed=0.15,
- gravity=-1,
- lifetime=0.5,
- tid = System:LoadTexture("textures\\cloud.jpg"),
- frames=0,
- color_based_blending = 3
- },
- },
- },
-
- projectile_hit = CommonEffects.common_projectile_hit,
- mortar_hit = CommonEffects.common_mortar_hit,
- smokegrenade_hit = CommonEffects.common_smokegrenade_hit,
- flashgrenade_hit = CommonEffects.common_flashgrenade_hit,
- grenade_hit = CommonEffects.common_grenade_hit,
- melee_slash = {
- sounds = {
- {"sounds/player/footsteps/metal/step1.wav",SOUND_UNSCALABLE,185,5,30},
- {"sounds/player/footsteps/metal/step2.wav",SOUND_UNSCALABLE,185,5,30},
- {"sounds/player/footsteps/metal/step3.wav",SOUND_UNSCALABLE,185,5,30},
- {"sounds/player/footsteps/metal/step4.wav",SOUND_UNSCALABLE,185,5,30},
- },
- },
- -------------------------------------
- player_walk = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,200,10,60},
- },
- },
- player_run = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,200,10,60},
- },
- },
- player_crouch = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,200,10,60},
- },
- },
- player_prone = {
- sounds = {
- {"sounds/player/footsteps/rock/step1.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step2.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step3.wav",SOUND_UNSCALABLE,200,10,60},
- {"sounds/player/footsteps/rock/step4.wav",SOUND_UNSCALABLE,200,10,60},
- },
- },
- player_walk_inwater = CommonEffects.player_walk_inwater,
- gameplay_physic = {
- piercing_resistence = 15,
- friction = 0.6,
- bouncyness= 0.2, --default 0
- },
-
- AI = {
- fImpactRadius = 5,
- },
-
- }