#include "script_sound_music_and_stories.ltx" #include "script_sound_zaton.ltx" #include "script_sound_jupiter.ltx" #include "script_sound_pripyat.ltx" #include "script_sound_underpass.ltx" [list]: list_music_and_stories, list_script_sound_zaton, list_script_sound_jupiter, list_script_sound_pripyat, list_script_sound_underpass bloodsucker_growl bloodsucker_hit bloodsucker_swarm boar_swarm boar_swamp_runaway state wait trader_door_open_start trader_door_close_start trader_door_close_stop trader_door_locked trader_door_unlock wood_small_open wood_small_close_start wood_small_close_stop wood_large_open wood_large_close_start wood_large_close_stop metal_small_open metal_small_close_start metal_small_close_stop power_switch pda_alarm pda_news pda_tips pda_task heli_damaged heli_down heli_hit patrol_sneak patrol_run patrol_walk fight_attack post_combat_wait post_combat_wait_long post_combat_relax alarm meet_hello meet_hide_weapon meet_use_no_default meet_use_no_fight meet_use_no_weapon meet_use_no_talk_leader corpse_loot_begin corpse_loot_good corpse_loot_bad help_thanks help_heavy surge_earthquake_sound_looped surge_earthquake_sound blowout_begin blowout_rumble blowout_hit_1 blowout_hit_2 blowout_hit_3 blowout_wave_1 blowout_wave_2 blowout_wave_3 shooting_target_up shooting_target_down shooting_target_hit steam_blowout wounded_medkit radio_call [surge_earthquake_sound_looped] type = looped path = ambient\earthquake [surge_earthquake_sound] type = 3d path = ambient\earthquake [blowout_begin] type = 3d path = ambient\blowout_begin [blowout_rumble] type = looped path = ambient\blowout_rumble [blowout_hit_1] type = 3d path = ambient\blowout_hit_1 [blowout_hit_2] type = 3d path = ambient\blowout_hit_2 [blowout_hit_3] type = 3d path = ambient\blowout_hit_3 [blowout_wave_1] type = 3d path = ambient\blowout_wave_1 [blowout_wave_2] type = 3d path = ambient\blowout_wave_2 [blowout_wave_3] type = 3d path = ambient\blowout_wave_3 [state] type = npc npc_prefix = true path = states\idle\idle_ shuffle = rnd idle = 7,13,100 group_snd = true [state_1] type = npc|actor|3d actor_stereo = true|false npc_prefix = true|false path = states\idle\idle_ shuffle = rnd|seq|loop idle = 3,5,100 ;min,max,rnd ;************************************************************ ;Универсальная озвучка встречи ;************************************************************ [wait] type = npc avail_communities = stalker, bandit, dolg, freedom, army, monolith npc_prefix = true path = states\idle\idle_ shuffle = rnd idle = 7,10,100 ;************************************************************ ;Болотная тварь и кустарниковый кабан ;************************************************************ [bloodsucker_swarm] type = 3d path = monsters\bloodsucker\swamp_run_ shuffle = rnd idle = 1,1,100 [boar_swarm] type = 3d path = monsters\boar\boar_swamp_run_ shuffle = rnd idle = 0,0,100 [boar_swamp_runaway] type = 3d path = monsters\boar\boar_swamp_runaway_ shuffle = rnd idle = 0,0,100 [bloodsucker_growl] type = 3d path = monsters\bloodsucker\attack_hit_ shuffle = rnd idle = 0,0,100 [bloodsucker_hit] type = 3d path = monsters\bloodsucker\heavy_hit_ shuffle = rnd idle = 0,0,100 ;************************************************************ ; Alife ;************************************************************ [patrol_sneak] type = npc actor_stereo = false npc_prefix = false path = human_01\stalker\alife\patrol\sneak_ shuffle = rnd idle = 1,1,100 [patrol_run] type = npc actor_stereo = false npc_prefix = false path = human_01\stalker\alife\patrol\run_ shuffle = rnd idle = 1,1,100 [patrol_walk] type = npc actor_stereo = false npc_prefix = false path = human_01\stalker\alife\patrol\walk_ shuffle = rnd idle = 1,1,100 [fight_attack] type = npc actor_stereo = false npc_prefix = true path = fight\attack\script_attack_ shuffle = rnd idle = 1,1,100 is_combat_sound = true [post_combat_wait] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\wait_ avail_communities = stalker, bandit, dolg, freedom, army shuffle = rnd idle = 3,5,100 [post_combat_wait_long] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\wait_ avail_communities = stalker, bandit, dolg, freedom, army shuffle = rnd idle = 7,10,100 [post_combat_relax] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\relax_ avail_communities = stalker, bandit, dolg, freedom, army shuffle = rnd idle = 1,1,100 ;*************************************************************** ; Звуки дверей ;*************************************************************** [pl_test] type = npc npc_prefix = true path = fight\attack\attack_ shuffle = rnd idle = 1,1,100 [trader_door_open_start] type = 3d path = device\door_start shuffle = rnd idle = 1,1,100 [trader_door_close_start] type = 3d path = device\door_closing shuffle = rnd idle = 1,1,100 [trader_door_close_stop] type = 3d path = device\door_stop shuffle = rnd idle = 1,1,100 [trader_door_locked] type = 3d path = device\door_locked shuffle = rnd idle = 1,1,100 [trader_door_unlock] type = 3d path = device\door_servomotor shuffle = rnd idle = 1,1,100 [wood_small_open] type = 3d path = device\wood_small_open shuffle = rnd idle = 1,1,100 [wood_small_close_start] type = 3d path = device\wood_small_close_start shuffle = rnd idle = 1,1,100 [wood_small_close_stop] type = 3d path = device\wood_small_close_stop shuffle = rnd idle = 1,1,100 [wood_large_open] type = 3d path = device\wood_large_open shuffle = rnd idle = 1,1,100 [wood_large_close_start] type = 3d path = device\wood_large_close_start shuffle = rnd idle = 1,1,100 [wood_large_close_stop] type = 3d path = device\wood_large_close_stop shuffle = rnd idle = 1,1,100 [metal_small_open] type = 3d path = device\metal_small_open shuffle = rnd idle = 1,1,100 [metal_small_close_start] type = 3d path = device\metal_small_close_start shuffle = rnd idle = 1,1,100 [metal_small_close_stop] type = 3d path = device\metal_small_close_stop shuffle = rnd idle = 1,1,100 [power_switch] type = 3d path = device\power_switch shuffle = rnd idle = 1,1,100 ;*************************************************************** ; звуки настольной рации ;*************************************************************** [radio_call] type = 3d path = device\radio_call shuffle = rnd idle = 0,0,100 ;*************************************************************** ; Озвучка ПДА ;*************************************************************** [pda_alarm] type = actor npc_prefix = false path = device\pda\pda_alarm shuffle = rnd idle = 0,0,100 [pda_news] type = actor npc_prefix = false path = device\pda\pda_news shuffle = rnd idle = 1,1,100 [pda_tips] type = actor npc_prefix = false path = device\pda\pda_tip shuffle = rnd idle = 1,1,100 [pda_task] type = actor npc_prefix = false path = device\pda\pda_objective shuffle = rnd idle = 1,1,100 ;*************************************************************** ; Озвучка Вертиберда ;*************************************************************** [heli_damaged] type = actor npc_prefix = false path = vehicles\helicopter\damage_ shuffle = rnd idle = 1,1,100 [heli_down] type = actor npc_prefix = false path = vehicles\helicopter\death_ shuffle = rnd idle = 1,1,100 [heli_hit] type = actor npc_prefix = false path = vehicles\helicopter\hit_ shuffle = rnd idle = 3,4,40 ;*************************************************************** ; ОСНОВНЫЕ ТЕМЫ ;*************************************************************** [alarm] type = 3d path = ambient\siren1 shuffle = loop idle = 0,0,100 [meet_hello] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\meet\meet_hello_ shuffle = rnd idle = 2,2,100 [meet_hide_weapon] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\meet\meet_hide_weapon_ shuffle = rnd idle = 5,7,100 [meet_use_no_default] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\meet\meet_use_no_default_ shuffle = rnd idle = 1,1,100 [meet_use_no_fight] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\meet\meet_use_no_fight_ shuffle = rnd idle = 2,2,100 [meet_use_no_weapon] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\meet\meet_use_no_weapon_ shuffle = rnd idle = 5,7,100 [meet_use_no_talk_leader] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\meet\meet_use_no_talk_leader_ shuffle = rnd idle = 5,7,100 [corpse_loot_begin] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\loot\loot_begin_ shuffle = rnd idle = 10,11,100 [corpse_loot_good] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\loot\loot_good_ shuffle = rnd idle = 10,11,100 [corpse_loot_bad] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = states\loot\loot_bad_ shuffle = rnd idle = 10,11,100 [help_heavy] type = npc avail_communities = army, stalker, bandit, dolg, freedom npc_prefix = true path = help\wounded_heavy\help_ shuffle = rnd idle = 4,8,100 [help_thanks] type = npc avail_communities = army, stalker, bandit, dolg, freedom, killer npc_prefix = true path = help\wounded_thanx\thanx_ shuffle = rnd idle = 1,1,100 [wounded_medkit] type = npc avail_communities = army, stalker, bandit, dolg, freedom, killer, monolith npc_prefix = true path = help\wounded\medkit_ shuffle = rnd idle = 1,1,100 ;*************************************************************** ; ТЕМЫ ДЛЯ ТИРА ;*************************************************************** [shooting_target_up] type = 3d path = ambient\special\target_up shuffle = rnd idle = 0,0,100 [shooting_target_down] type = 3d path = ambient\special\target_down shuffle = rnd idle = 0,0,100 [shooting_target_hit] type = 3d path = ambient\special\target_hit_ shuffle = rnd idle = 0,0,100 [steam_blowout] type = 3d path = anomaly\steam_blowout shuffle = rnd idle = 0,0,100