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exp_defender.txt
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// "Gamematerial" "effect_name"
ImpactTable
{
Info
{
"whizby_sound_from_player" "Bullets.EnergyNearmiss"
"whizby_sound_from_AI" "Bullets.EnergyNearmiss_AIGruntGenerated"
"whizby_maxDistancePilot" "300"
"whizby_maxDistanceTitan" "600"
}
FX
{
"C" "P_impact_exp_defender_default" // Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster
"D" "P_impact_exp_defender_default" //Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup
"E" "P_impact_exp_defender_default" // metal_titan
"F" "P_impact_exp_defender_flesh" //flesh
"G" "P_impact_exp_defender_default" //metalgrate, chainlink, chain
"H" "P_impact_exp_defender_default" //alienflesh
"J" "P_impact_exp_defender_default" //grass
"K" "P_impact_exp_defender_default" //Mud
"L" "P_impact_exp_defender_default" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
"M" "P_impact_exp_defender_default" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
"N" "P_impact_exp_defender_default"
"O" "P_impact_exp_defender_default" //Foliage
"P" "P_impact_exp_defender_default" //Computer
"R" "P_impact_exp_defender_default" //metalpanel, grenade, canister
"R" "P_impact_exp_defender_default" //metalpanel, grenade, canister
"S" "P_impact_exp_defender_default" //water, slime
"T" "P_impact_exp_defender_default" //tile
"U" "P_impact_exp_defender_default" //glass_breakable
"V" "P_impact_exp_defender_default" //Metal Vent
"W" "P_impact_exp_defender_default" //Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon
"Y" "P_impact_exp_defender_default" //glass, brokenglass, glassbottle, pottery
"Z" "P_impact_exp_defender_default" //sand
"0" "P_impact_exp_defender_default"
"1" "P_impact_exp_defender_default"
"2" "P_impact_exp_defender_default"
"3" "P_impact_exp_defender_default"
"4" "P_impact_exp_defender_default"
"5" "P_impact_exp_defender_default"
"6" "P_impact_exp_defender_default"
"7" "P_impact_exp_defender_default"
"8" "P_impact_exp_defender_default"
"9" "P_impact_exp_defender_default" //puddle
"airburst" "P_impact_exp_defender_default"
"splash" "P_impact_exp_defender_default"
"slime_splash" "P_impact_exp_defender_default"
"shieldhit" "P_impact_exp_defender_flesh" // metal_titan
"critical_hit" "P_impact_exp_defender_flesh"
}
FX
{
// "C" "impact_concrete" //Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster
// "D" "impact_dirt" //Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup, lava_rock
"E" "P_impact_exp_defender_body" // metal_titan
"F" "P_impact_exp_defender_body" //flesh
// "G" "impact_metal" //metalgrate, chainlink, chain
"H" "P_impact_exp_defender_body" //alienflesh
// "J" "impact_grass" //grass
// "K" "impact_mud" //Mud
// "L" "impact_plastic" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
// "M" "impact_metal" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
// "N" "P_impact_slime" //Slime
// "O" "impact_leaves" //Foliage
"P" "P_impact_exp_defender_body" //metal_spectre
// "Q" "P_impact_snow" //Snow
// "R" "P_impact_snow" //Ice
// "S" "P_impact_water" //water
// "T" "impact_tile" //tile
// "U" "impact_glass" // glass_breakable
// "V" "impact_metal" //Metal Vent
// "W" "impact_wood"//Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon
"X" "P_impact_xo_shield_cp" //xo_shield
// "Y" "impact_glass" //glass, brokenglass, glassbottle, pottery
// "Z" "impact_sand" //sand
// "0" "openslot"
// "1" "P_impact_lava_nodecal" //lava_flow
// "2" "P_impact_lava" //lava_rock_hot
// "3" "openslot"
// "4" "openslot"
// "5" "openslot"
// "6" "openslot"
// "7" "openslot"
// "8" "openslot"
// "9" "openslot"
// "splash" "P_impact_water" //brush water
// "slime_splash" "P_impact_slime"
// "airburst" "P_impact_exp_smll_air" //No Surface
"shieldhit" "P_impact_exp_defender_body"
"holohit" "P_holohit_impact"
"critical_hit" "P_impact_exp_defender_body"
"headshot_flesh" "P_impact_exp_defender_body"
"headshot_mechanical" "P_impact_exp_defender_body"
"pass_through" "P_impact_amped_shield"
}
Sound
{
"C" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"D" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"E" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"F" "flesh_bulletimpact_chargerifle_3p_vs_3p"
"G" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"H" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"J" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"K" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"L" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"M" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"N" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"O" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"P" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"R" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"S" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"T" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"U" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"V" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"W" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"X" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"Y" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"Z" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
//"splash" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
//"slime_splash" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
//"airburst" ""
"shieldhit" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
}
Sound_attacker
{
"C" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"D" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"E" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"F" "flesh_bulletimpact_chargerifle_shot_1p_vs_3p"
"G" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"H" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"J" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"K" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"L" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"M" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"N" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"O" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"P" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"R" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"S" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"T" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"U" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"V" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"W" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"X" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"Y" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
"Z" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
//"splash" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
//"slime_splash" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
//"airburst" ""
"shieldhit" "ChargeRifle_FullShot_Bulletimpact_1p_vs_3p"
}
Sound_victim
{
"C" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"D" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"E" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"F" "flesh_bulletimpact_chargerifle_shot_3p_vs_1p"
"F" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"G" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"H" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"J" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"K" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"L" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"M" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"N" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"O" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"P" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p" // temp
"R" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"S" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"T" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"U" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"V" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"W" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"X" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"Y" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
"Z" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
//"splash" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
//"slime_splash" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
//"airburst" ""
"shieldhit" "ChargeRifle_FullShot_Bulletimpact_3p_vs_3p"
}
}