Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,30 @@
;![kovalsky_surge_phase_1] ;-- agr_blowout_siren
;type = 3d ;actor
;npc_prefix = false
;path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
;shuffle = rnd
;idle = 3,5,100
;levels = l03_agroprom
;![agr_army_alarm] ;-- needs to be converted to the game engine.
;type = 3d
;path = ambient\siren_1 ;-- test sound
;shuffle = rnd
;idle = 0,0,100
;levels = l03_agroprom
;[agr_blowout_siren] ;-- added, change path, sound looped?!
;type = 3d
;path = ambient\blowout\blowout_siren_agr
;shuffle = rnd
;idle = 0,0,100
;levels = l03_agroprom
![kovalsky_surge_phase_1] ;-- agr_blowout_siren
type = 3d
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
shuffle = seq
idle = 0,0,0
levels = l03_agroprom
@@ -0,0 +1,13 @@
[bar_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_bar_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l05_bar
[bar_blowout_siren_2]
type = 3d
path = ambient\blowout\blowout_siren_bar_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l05_bar
@@ -0,0 +1,25 @@
![escape_sr_rupor_mlr_sound]
type = 3d
path = characters_voice\scenario\escape\megafon_
shuffle = loop
idle = 5,15,100
![escape_sr_rupor_mlr_alarm]
type = 3d
path = characters_voice\scenario\escape\megafon_alarm_
shuffle = rnd
idle = 0,0,100
[escape_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_esc_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l01_escape
[escape_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_esc_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l01_escape
@@ -0,0 +1,5 @@
[mar_smart_terrain_base_radio_mlr]
type = 3d
path = mlr\marsh\marsh_radio_
shuffle = loop
idle = 5,15,100
@@ -0,0 +1,5 @@
![mil_freebase_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = loop
idle = 5,15,100
@@ -0,0 +1,34 @@
[ros_climb_sound_1]
type = 3d
path = material\human\step\metal_plate1
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_2]
type = 3d
path = material\human\step\metal_plate2
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_3]
type = 3d
path = material\human\step\metal_plate3
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_4]
type = 3d
path = material\human\step\metal_plate4
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
;[ros_open_door]
;type = 3d
;path = device\door_start
;shuffle = seq
;idle = 5,15,100
;levels = l06_rostok
@@ -0,0 +1,14 @@
![x16_brain_stop]
type = 3d
path = ambient\x16\x16_brain_stop
levels = l08u_brainlab
![x16_brain_death_d]
type = looped
path = ambient\x16\x16_brain_death
levels = l08u_brainlab
![x16_brain_run]
type = looped
path = ambient\x16\x16_brain_run_2
levels = l08u_brainlab
@@ -0,0 +1,20 @@
[yan_sci_tech_sounds]
type = looped ;3d
path = ambient\background\yantar\device_hum_0
shuffle = loop
idle = 3,5,100
levels = l08_yantar
[yan_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_yan_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l08_yantar
[yan_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_yan_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l08_yantar