Thread Rating:
  • 2 Vote(s) - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Release FX List
#1
mmmmm, I have seen lot of people on different sites asking about the FX, and where do people get them from. I have written here a list, is not complete, if you want them all, find them by your way, its all in the game files(.FF).


Code:
AFGHAN

    level._effect[ "dust_cloud_mp_afghan" ]                    = loadfx( "dust/dust_cloud_mp_afghan" );
    level._effect[ "sand_spray_detail_oriented_runner" ]    = loadfx( "dust/sand_spray_detail_oriented_runner" );
    level._effect[ "sand_spray_cliff_oriented_runner" ]     = loadfx( "dust/sand_spray_cliff_oriented_runner" );
    level._effect[ "room_smoke_200" ]                         = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                         = loadfx( "smoke/room_smoke_400" );
    level._effect[ "drips_fast" ]                             = loadfx( "misc/drips_fast" );
    level._effect[ "light_shaft_motes_airport" ]            = loadfx( "dust/light_shaft_motes_airport" );
    level._effect[ "light_glow_white_bulb" ]                 = loadfx( "misc/light_glow_white_bulb" );

------------------------------------------------------------------------------

SCRAPYARD

    level._effect[ "tanker_embers" ]                     = loadfx( "fire/tanker_embers" );
    level._effect[ "firelp_large_pm_nolight" ]             = loadfx( "fire/firelp_large_pm_nolight" );
    level._effect[ "firelp_med_pm_nolight" ]             = loadfx( "fire/firelp_med_pm_nolight" );
    level._effect[ "firelp_small_pm_a_nolight" ]         = loadfx( "fire/firelp_small_pm_a_nolight" );

    level._effect[ "dust_wind_fast" ]                     = loadfx( "dust/dust_wind_fast" );
    level._effect[ "dust_wind_slow" ]                     = loadfx( "dust/dust_wind_slow_yel_loop" );
    level._effect[ "dust_wind_fast_light" ]             = loadfx( "dust/dust_wind_fast_light" );
    level._effect[ "trash_spiral_runner" ]                 = loadfx( "misc/trash_spiral_runner" );

    level._effect[ "sand_spray_detail_oriented_runner" ]    = loadfx( "dust/sand_spray_detail_oriented_runner" );
    level._effect[ "sand_spray_cliff_oriented_runner" ]     = loadfx( "dust/sand_spray_cliff_oriented_runner" );

    level._effect[ "room_smoke_200" ]                     = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                     = loadfx( "smoke/room_smoke_400" );
    level._effect[ "hallway_smoke_light" ]                 = loadfx( "smoke/hallway_smoke_light" );


-------------------------------------------------------------------------------------

WASTELAND

    level._effect[ "insect_trail_runner_icbm" ]                         = loadfx( "misc/insect_trail_runner_icbm" );
    level._effect[ "leaves_fall_gentlewind" ]                         = loadfx( "misc/leaves_fall_gentlewind" );
    level._effect[ "leaves_ground_gentlewind" ]                         = loadfx( "misc/leaves_ground_gentlewind" );
    level._effect[ "ground_fog1200x1200_brecourt" ]                     = loadfx( "smoke/ground_fog1200x1200_brecourt" );
    level._effect[ "fog_ground_200" ]                                 = loadfx( "smoke/fog_ground_200" );


-------------------------------------------------------------------------------------------------------

KARACHI

    level._effect[ "firelp_med_pm" ]                    = loadfx( "fire/firelp_med_pm" );
    level._effect[ "firelp_small_pm_a" ]                = loadfx( "fire/firelp_small_pm_a" );

    level._effect[ "room_smoke_200" ]                    = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                    = loadfx( "smoke/room_smoke_400" );
    level._effect[ "hallway_smoke_light" ]                = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "ground_smoke_1200x1200" ]            = loadfx( "smoke/ground_smoke1200x1200" );

    level._effect[ "dust_wind_fast" ]                    = loadfx( "dust/dust_wind_fast_light" );
    level._effect[ "trash_spiral_runner" ]                = loadfx( "misc/trash_spiral_runner" );


------------------------------------------------------------------------------------------------------

DERAIL

    level._effect[ "snow_spray_detail_oriented_runner" ]            = loadfx( "snow/snow_spray_detail_oriented_runner" );
    level._effect[ "snow_spray_detail_oriented_runner_large" ]        = loadfx( "snow/snow_spray_detail_oriented_large_runner" );
    level._effect[ "snow_clouds" ]                                    = loadfx( "snow/snow_clouds_mp_derail" );
    level._effect[ "room_smoke_200" ]                                 = loadfx( "smoke/room_smoke_200" );
    level._effect[ "snow_spiral_runner" ]                            = loadfx( "snow/snow_spiral_runner" );

------------------------------------------------------------------------------------------------


ESTATE

    level._effect[ "moth_runner" ]                                     = loadfx( "misc/moth_runner" );
    level._effect[ "insect_trail_runner_icbm" ]                         = loadfx( "misc/insect_trail_runner_icbm" );
    level._effect[ "leaves_ground_gentlewind_dust" ]                 = loadfx( "misc/leaves_ground_gentlewind_dust" );
    level._effect[ "leaves_fall_gentlewind" ]                         = loadfx( "misc/leaves_fall_gentlewind" );
    level._effect[ "ground_fog1200x1200_estate" ]                     = loadfx( "smoke/ground_fog1200x1200_estate" );
    level._effect[ "fog_ground_200" ]                                 = loadfx( "smoke/fog_ground_200" );

    level._effect[ "insects_carcass_runner" ]                        = loadfx( "misc/insects_carcass_runner" );
    level._effect[ "waterfall_drainage_splash" ]                     = loadfx( "water/waterfall_drainage_splash_estate" );
    level._effect[ "waterfall_splash_large" ]                         = loadfx( "water/waterfall_splash_large_estate" );
    level._effect[ "waterfall_splash_large_drops" ]                    = loadfx( "water/waterfall_splash_large_drops_estate" );
    level._effect[ "falling_water_trickle" ]                         = loadfx( "water/falling_water_trickle" );

    level._effect[ "hallway_smoke_light" ]                            = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "room_smoke_200" ]                                = loadfx( "smoke/room_smoke_200" );


-------------------------------------------------------------------------------------------------------

FAVELA

    level._effect[ "insects_carcass_runner" ]            = loadfx( "misc/insects_carcass_runner" );

    level._effect[ "firelp_med_pm" ]                    = loadfx( "fire/firelp_med_pm" );
    level._effect[ "firelp_small_pm" ]                     = loadfx( "fire/firelp_small_pm" );
    level._effect[ "firelp_small_pm_a" ]                = loadfx( "fire/firelp_small_pm_a" );

    level._effect[ "trash_spiral_runner" ]                = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "leaves_fall_gentlewind" ]             = loadfx( "misc/leaves_fall_gentlewind" );

    level._effect[ "hallway_smoke_light" ]                = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "room_smoke_200" ]                    = loadfx( "smoke/room_smoke_200" );


--------------------------------------------------------------------------------


HIGHRISE

    level._effect[ "ground_fog_mp_highrise_far" ]        = loadfx( "smoke/ground_fog_mp_highrise_far" );
    level._effect[ "fog_highrise_night" ]                = loadfx( "smoke/fog_highrise_night" );

    level._effect[ "hallway_smoke" ]                    = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "dust_wind_fast_light" ]             = loadfx( "dust/dust_wind_fast_light" );
    level._effect[ "room_smoke_200" ]                    = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                    = loadfx( "smoke/room_smoke_400" );

----------------------------------------------------------------------------------------------------------

INVASION

    level._effect[ "firelp_med_pm" ]                         = loadfx( "fire/firelp_med_pm_nodistort" );
    level._effect[ "firelp_small_pm" ]                         = loadfx( "fire/firelp_small_pm" );
    level._effect[ "dust_wind_fast" ]                         = loadfx( "dust/dust_wind_fast" );
    level._effect[ "dust_wind_slow" ]                         = loadfx( "dust/dust_wind_slow_yel_loop" );
    level._effect[ "dust_wind_spiral" ]                         = loadfx( "dust/dust_spiral_runner" );
    level._effect[ "battlefield_smokebank_S" ]                 = loadfx( "smoke/battlefield_smokebank_S" );
    level._effect[ "hallway_smoke_light" ]                     = loadfx( "smoke/hallway_smoke_light" );
        
    level._effect[ "trash_spiral_runner" ]                     = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "trash_spiral_runner_far" ]                 = loadfx( "misc/trash_spiral_runner_far" );
    level._effect[ "room_smoke_200" ]                         = loadfx( "smoke/room_smoke_200" );
    level._effect[ "leaves_spiral_runner" ]                 = loadfx( "misc/leaves_spiral_runner" );
    level._effect[ "leaves_ground_gentlewind_dust" ]        = loadfx( "misc/leaves_ground_gentlewind_dust" );
    level._effect[ "insect_trail_runner_icbm" ]                = loadfx( "misc/insect_trail_runner_icbm" );
    level._effect[ "falling_brick_runner" ]                    = loadfx( "misc/falling_brick_runner" );
    level._effect[ "falling_brick_runner_line_400" ]        = loadfx( "misc/falling_brick_runner_line_400" );

--------------------------------------------------------------------------------------------------------------

SKIDROW

    level._effect[ "dust_wind_fast_light" ]             = loadfx( "dust/dust_wind_fast_light" );
    level._effect[ "trash_spiral_runner" ]                 = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "hallway_smoke_light" ]                 = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "battlefield_smokebank_S" ]             = loadfx( "smoke/battlefield_smokebank_S" );
    level._effect[ "room_smoke_200" ]                     = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                     = loadfx( "smoke/room_smoke_400" );
    level._effect[ "ground_fog_mp_highrise_far" ]        = loadfx( "smoke/ground_fog_mp_highrise_far" );
    level._effect[ "drips_fast" ]                         = loadfx( "misc/drips_fast" );
    level._effect[ "ground_smoke_1200x1200" ]            = loadfx( "smoke/ground_smoke1200x1200" );

------------------------------------------------------------------------------------

QUARRY

    level._effect[ "dust_wind_fast" ]                        = loadfx( "dust/dust_wind_fast" );
    level._effect[ "dust_wind_slow" ]                        = loadfx( "dust/dust_wind_slow_yel_loop" );
    level._effect[ "dust_spiral_runner" ]                     = loadfx( "dust/dust_spiral_runner" );
    level._effect[ "trash_spiral_runner" ]                     = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "dust_spray_detail_oriented_runner" ]    = loadfx( "dust/dust_spray_detail_oriented_runner" );

    level._effect[ "light_shaft_motes_quarry" ]                = loadfx( "dust/light_shaft_motes_quarry" );

    level._effect[ "room_smoke_200" ]                         = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                         = loadfx( "smoke/room_smoke_400" );
    level._effect[ "hallway_smoke_light" ]                     = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "battlefield_smokebank_S" ]                = loadfx( "smoke/battlefield_smokebank_S" );

    level._effect[ "drips_slow" ]                            = loadfx( "misc/drips_slow" );
    level._effect[ "drips_fast" ]                            = loadfx( "misc/drips_fast" );


---------------------------------------------------------------------------------------------------------------

RUNDOWN


    level._effect[ "firelp_small_pm_a_nolight" ]         = loadfx( "fire/firelp_small_pm_a_nolight" );

    level._effect[ "trash_spiral_runner" ]                 = loadfx( "misc/trash_spiral_runner" );

    level._effect[ "fog_ground_200_rundown" ]             = loadfx( "smoke/fog_ground_200_rundown" );
    level._effect[ "fog_ground_200_heavy_rundown" ]     = loadfx( "smoke/fog_ground_200_heavy_rundown" );
    level._effect[ "fog_ground_400_rundown" ]             = loadfx( "smoke/fog_ground_400_rundown" );
    level._effect[ "fog_ground_500_far_rundown" ]         = loadfx( "smoke/fog_ground_500_far_rundown" );

    level._effect[ "moth_runner" ]                         = loadfx( "misc/moth_runner" );
    level._effect[ "insects_carcass_runner" ]             = loadfx( "misc/insects_carcass_runner" );
    level._effect[ "insect_trail_runner_icbm" ]         = loadfx( "misc/insect_trail_runner_icbm" );


---------------------------------------------------------------------------------------------------------


RUST

    level._effect[ "sand_storm_light" ]                        = loadfx( "weather/sand_storm_mp_rust" );
    level._effect[ "sand_spray_detail_runner0x400" ]         = loadfx( "dust/sand_spray_detail_runner_0x400" );
    level._effect[ "sand_spray_detail_runner400x400" ]         = loadfx( "dust/sand_spray_detail_runner_400x400" );
    level._effect[ "sand_spray_detail_oriented_runner" ]    = loadfx( "dust/sand_spray_detail_oriented_runner" );
    level._effect[ "sand_spray_cliff_oriented_runner" ]     = loadfx( "dust/sand_spray_cliff_oriented_runner" );


----------------------------------------------------------------------------------------------------------

SUB BASE


    level._effect[ "snow_light" ]         = loadfx( "snow/snow_light_mp_subbase" );
    level._effect[ "snow_wind" ]         = loadfx( "snow/snow_wind" );


------------------------------------------------------------------------------------------------------------------

TERMINAL

    level._effect[ "ground_smoke_1200x1200" ]        = loadfx( "smoke/ground_smoke1200x1200" );
    level._effect[ "hallway_smoke_light" ]            = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "room_smoke_200" ]                = loadfx( "smoke/room_smoke_200" );
    level._effect[ "room_smoke_400" ]                = loadfx( "smoke/room_smoke_400" );
    level._effect[ "light_shaft_motes_airport" ]    = loadfx( "dust/light_shaft_motes_airport" );

-------------------------------------------------------------------------------------------------------------

UNDERPASS

    level._effect[ "rain_mp_underpass" ]                    = loadfx( "weather/rain_mp_underpass" );
    level._effect[ "rain_noise_splashes" ]                    = loadfx( "weather/rain_noise_splashes" );
    level._effect[ "rain_splash_lite_64x64" ]                = loadfx( "weather/rain_splash_lite_64x64" );
    level._effect[ "rain_splash_lite_128x128" ]                = loadfx( "weather/rain_splash_lite_128x128" );
    level._effect[ "river_splash_small" ]                    = loadfx( "water/river_splash_small" );
    level._effect[ "drips_fast" ]                            = loadfx( "misc/drips_fast" );
    level._effect[ "lightning" ]                            = loadfx( "weather/lightning_mp_underpass" );


-------------------------------------------------------------------------------------------------------------------------

CARNIVAL

    level._effect[ "firelp_large_pm" ]                                = loadfx( "fire/firelp_large_pm" );
    level._effect[ "firelp_med_pm" ]                                = loadfx( "fire/firelp_med_pm" );
    level._effect[ "firelp_small_pm" ]                                = loadfx( "fire/firelp_small_pm" );

    level._effect[ "traffic" ]                                        = loadfx( "props/traffic_mp_abandon" );

    level._effect[ "moth_runner" ]                                    = loadfx( "misc/moth_runner" );
    level._effect[ "insect_trail_runner_icbm" ]                        = loadfx( "misc/insect_trail_runner_icbm" );
    level._effect[ "insects_carcass_runner" ]                        = loadfx( "misc/insects_carcass_runner" );

    level._effect[ "leaves_fall_gentlewind" ]                        = loadfx( "misc/leaves_fall_gentlewind" );
    level._effect[ "leaves_ground_gentlewind" ]                        = loadfx( "misc/leaves_ground_gentlewind" );
    level._effect[ "ground_fog_1200_abandon" ]                        = loadfx( "smoke/ground_fog_1200_abandon" );
    level._effect[ "ground_fog_600_abandon" ]                        = loadfx( "smoke/ground_fog_600_abandon" );
    level._effect[ "ground_fog_300_abandon" ]                        = loadfx( "smoke/ground_fog_300_abandon" );
    level._effect[ "fog_ground_200" ]                                = loadfx( "smoke/fog_ground_200" );
    level._effect[ "trash_spiral_runner" ]                            = loadfx( "misc/trash_spiral_runner" );

    level._effect[ "hallway_smoke_light" ]                            = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "room_smoke_200" ]                                = loadfx( "smoke/room_smoke_200" );

-------------------------------------------------------------------------------------------------------------------------

SALVAGE

    level._effect[ "firelp_large_pm" ]                            = loadfx( "fire/firelp_large_pm" );
    level._effect[ "firelp_med_pm" ]                            = loadfx( "fire/firelp_med_pm" );
    level._effect[ "firelp_small_pm" ]                            = loadfx( "fire/firelp_small_pm" );

    level._effect[ "snow_spray_detail_oriented_runner" ]        = loadfx( "snow/snow_spray_detail_oriented_runner" );
    level._effect[ "snow_spiral_runner" ]                        = loadfx( "snow/snow_spiral_runner" );
    level._effect[ "room_smoke_200" ]                             = loadfx( "smoke/room_smoke_200" );

    level._effect[ "falling_junk_ring_runner" ]                 = loadfx( "misc/falling_junk_ring_runner" );


----------------------------------------------------------------------------------------------

BAILOUT

    level._effect[ "battlefield_smokebank_S_warm" ]             = loadfx( "smoke/battlefield_smokebank_S_warm" );
    level._effect[ "battlefield_smokebank_S_warm_thick" ]         = loadfx( "smoke/battlefield_smokebank_S_warm_thick" );

    level._effect[ "firelp_large_pm" ]                            = loadfx( "fire/firelp_large_pm" );
    level._effect[ "firelp_large_pm_far" ]                         = loadfx( "fire/firelp_large_pm_far" );
    level._effect[ "firelp_small_pm_complex" ]                    = loadfx( "fire/firelp_small_pm_complex" );
    level._effect[ "fire_falling_runner_point_infrequent_mp" ]     = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );

    level._effect[ "insect_trail_runner_icbm" ]                 = loadfx( "misc/insect_trail_runner_icbm" );
    level._effect[ "insects_carcass_runner" ]                     = loadfx( "misc/insects_carcass_runner" );
    level._effect[ "insects_light_invasion" ]                     = loadfx( "misc/insects_light_complex" );

    level._effect[ "leaves_fall_gentlewind" ]                     = loadfx( "misc/leaves_fall_gentlewind" );
    level._effect[ "leaves_ground_gentlewind" ]                 = loadfx( "misc/leaves_ground_gentlewind" );
    level._effect[ "leaves_spiral_runner" ]                     = loadfx( "misc/leaves_spiral_runner" );

    level._effect[ "powerline_runner_cheap_complex" ]             = loadfx( "explosions/powerline_runner_cheap_complex" );

    level._effect[ "room_smoke_200" ]                             = loadfx( "smoke/room_smoke_200" );
    level._effect[ "smoke_plume02" ]                             = loadfx( "smoke/smoke_plume02" );

    level._effect[ "trash_spiral_runner" ]                         = loadfx( "misc/trash_spiral_runner" );

------------------------------------------------------------------------------------------------------------


CRASH

    level._effect[ "firelp_med_pm" ]                 = loadfx( "fire/firelp_med_pm_nodistort" );
    level._effect[ "firelp_small_pm" ]                 = loadfx( "fire/firelp_small_pm" );
    level._effect[ "firelp_small_pm_a" ]             = loadfx( "fire/firelp_small_pm_a" );
    level._effect[ "dust_wind_fast" ]                 = loadfx( "dust/dust_wind_fast_paper" );
    level._effect[ "dust_wind_slow" ]                 = loadfx( "dust/dust_wind_slow_paper" );
    level._effect[ "dust_wind_spiral" ]                 = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "battlefield_smokebank_S" ]         = loadfx( "smoke/battlefield_smokebank_S" );
    level._effect[ "hallway_smoke_light" ]             = loadfx( "smoke/hallway_smoke_light" );

---------------------------------------------------------------------------------------------------------------


FUEL

    level._effect[ "room_smoke_200" ]                         = loadfx( "smoke/room_smoke_200" );
    level._effect[ "oil_rig_fire_fuel" ]                    = loadfx( "fire/oil_rig_fire_fuel" );
    level._effect[ "sand_spray_detail_oriented_runner" ]    = loadfx( "dust/sand_spray_detail_oriented_runner_fuel" );
    level._effect[ "sand_spray_cliff_oriented_runner" ]     = loadfx( "dust/sand_spray_cliff_oriented_runner" );
    
    level._effect[ "insects_carcass_runner" ]                = loadfx( "misc/insects_carcass_runner" );

    level._effect[ "firelp_med_pm" ]                        = loadfx( "fire/firelp_med_pm" );
    level._effect[ "firelp_small_pm_a" ]                    = loadfx( "fire/firelp_small_pm_a" );

    level._effect[ "trash_spiral_runner" ]                    = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "leaves_fall_gentlewind" ]                 = loadfx( "misc/leaves_fall_gentlewind" );

    level._effect[ "hallway_smoke_light" ]                    = loadfx( "smoke/hallway_smoke_light" );
    
    
    
    level._effect[ "dust_wind_fast_fuel" ]                     = loadfx( "dust/dust_wind_fast_fuel" );
    
    level._effect[ "insect_trail_runner_icbm" ]             = loadfx( "misc/insect_trail_runner_icbm" );

----------------------------------------------------------------------------------------------------------------

OVERGROWN

    level._effect[ "thin_black_smoke_M" ]             = loadfx( "smoke/thin_black_smoke_M" );
    level._effect[ "thin_black_smoke_L" ]             = loadfx( "smoke/thin_black_smoke_L" );
    level._effect[ "battlefield_smokebank_S" ]         = loadfx( "smoke/battlefield_smokebank_S" );
    level._effect[ "firelp_small_pm" ]                 = loadfx( "fire/firelp_small_pm" );
    level._effect[ "firelp_small_pm_a" ]             = loadfx( "fire/firelp_small_pm_a" );
    level._effect[ "firelp_med_pm" ]                 = loadfx( "fire/firelp_med_pm_nodistort" );
    level._effect[ "leaves_ground_gentlewind" ]         = loadfx( "misc/leaves_ground_gentlewind" );    
    level._effect[ "leaves_fall_gentlewind" ]         = loadfx( "misc/leaves_fall_gentlewind" );
    level._effect[ "insects_carcass_runner" ]         = loadfx( "misc/insects_carcass_runner" );
    level._effect[ "fog_daytime" ]                     = loadfx( "weather/fog_daytime" );
    level._effect[ "mp_overgrown_insects01" ]         = loadfx( "ambient_runners/mp_overgrown_insects01" );
    level._effect[ "mp_overgrown_insects02" ]         = loadfx( "ambient_runners/mp_overgrown_insects02" );
    level._effect[ "mp_overgrown_insects03" ]         = loadfx( "ambient_runners/mp_overgrown_insects03" );
    level._effect[ "mp_overgrown_insects04" ]         = loadfx( "ambient_runners/mp_overgrown_insects04" );
    level._effect[ "mp_overgrown_insects05" ]         = loadfx( "ambient_runners/mp_overgrown_insects05" );
    level._effect[ "mp_overgrown_fog_daytime01" ]    = loadfx( "ambient_runners/mp_overgrown_fog_daytime01" );
    level._effect[ "mp_overgrown_leavesfall01" ]    = loadfx( "ambient_runners/mp_overgrown_leavesfall01" );
    level._effect[ "mp_overgrown_leavesground01" ]    = loadfx( "ambient_runners/mp_overgrown_leavesground01" );


---------------------------------------------------------------------------------------------------------------


STORM

    level._effect[ "rain_mp_storm" ]                        = loadfx( "weather/rain_mp_storm" );
    level._effect[ "rain_noise_splashes" ]                    = loadfx( "weather/rain_noise_splashes" );
    level._effect[ "rain_splash_lite_64x64" ]                = loadfx( "weather/rain_splash_lite_64x64" );
    level._effect[ "rain_splash_lite_128x128" ]                = loadfx( "weather/rain_splash_lite_128x128" );
    level._effect[ "river_splash_small" ]                    = loadfx( "water/river_splash_small" );
    level._effect[ "drips_fast" ]                            = loadfx( "misc/drips_fast" );
    level._effect[ "lightning" ]                            = loadfx( "weather/lightning_mp_storm" );
    level._effect[ "smoke_plume_white_01" ]                 = loadfx( "smoke/smoke_plume_white_01" );
    level._effect[ "smoke_plume_white_02" ]                 = loadfx( "smoke/smoke_plume_white_02" );
    level._effect[ "waterfall_drainage_mp" ]                 = loadfx( "water/waterfall_drainage_mp" );
    level._effect[ "waterfall_drainage_mp_small" ]             = loadfx( "water/waterfall_drainage_mp_small" );
    level._effect[ "waterfall_drainage_splash_mp" ]         = loadfx( "water/waterfall_drainage_splash_mp" );

----------------------------------------------------------------------------------------------------------------


STRIKE


    level._effect["firelp_med_pm"]                    = loadfx ("fire/firelp_med_pm_nodistort");    
    level._effect["firelp_small_pm"]                = loadfx ("fire/firelp_small_pm");
    level._effect["firelp_small_pm_a"]                = loadfx ("fire/firelp_small_pm_a");
    level._effect["dust_wind_fast"]                    = loadfx ("dust/dust_wind_fast_paper");
    level._effect["dust_wind_slow"]                    = loadfx ("dust/dust_wind_slow_paper");
    level._effect["dust_wind_spiral"]                = loadfx ("misc/trash_spiral_runner");
    level._effect["battlefield_smokebank_S"]        = loadfx ("smoke/battlefield_smokebank_S");
    level._effect["hallway_smoke_light"]            = loadfx ("smoke/hallway_smoke_light");
    level._effect["paper_falling"]                    = loadfx( "misc/paper_falling_dlc" );


---------------------------------------------------------------------------------------------------------------------------


TRAILERPARK

    level._effect[ "firelp_large_pm" ]                                = loadfx( "fire/firelp_large_pm" );
    level._effect[ "firelp_med_pm" ]                                = loadfx( "fire/firelp_med_pm" );
    level._effect[ "firelp_small_pm" ]                                = loadfx( "fire/firelp_small_pm" );

    level._effect[ "moth_runner" ]                                    = loadfx( "misc/moth_runner" );
    level._effect[ "insect_trail_runner_icbm" ]                        = loadfx( "misc/insect_trail_runner_icbm" );
    level._effect[ "insects_carcass_runner" ]                        = loadfx( "misc/insects_carcass_runner" );

    level._effect[ "leaves_fall_gentlewind" ]                        = loadfx( "misc/leaves_fall_gentlewind" );
    level._effect[ "leaves_ground_gentlewind" ]                        = loadfx( "misc/leaves_ground_gentlewind" );

-----------------------------------------------------------------------------------------------------------------------------

VACANT

    level._effect[ "hallway_smoke" ]                            = loadfx( "smoke/hallway_smoke_light" );
    level._effect[ "light_shaft_dust_large" ]                    = loadfx( "dust/light_shaft_dust_large" );    
    level._effect[ "room_dust_200" ]                            = loadfx( "dust/room_dust_200_blend" );    
    level._effect[ "room_dust_100" ]                            = loadfx( "dust/room_dust_100_blend" );    
    level._effect[ "battlefield_smokebank_S" ]                    = loadfx( "smoke/battlefield_smokebank_S" );
    level._effect[ "dust_ceiling_ash_large" ]                    = loadfx( "dust/dust_ceiling_ash_large" );
    level._effect[ "ash_spiral_runner" ]                         = loadfx( "dust/ash_spiral_runner" );
    level._effect[ "dust_wind_fast_paper" ]                        = loadfx( "dust/dust_wind_fast_paper" );
    level._effect[ "dust_wind_slow_paper" ]                        = loadfx( "dust/dust_wind_slow_paper" );
    level._effect[ "trash_spiral_runner" ]                        = loadfx( "misc/trash_spiral_runner" );
    level._effect[ "leaves_spiral_runner" ]                        = loadfx( "misc/leaves_spiral_runner" );
    level._effect[ "dust_ceiling_ash_large_mp_vacant" ]            = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
    level._effect[ "room_dust_200_mp_vacant" ]                    = loadfx( "dust/room_dust_200_blend_mp_vacant" );    
    level._effect[ "light_shaft_dust_large_mp_vacant" ]            = loadfx( "dust/light_shaft_dust_large_mp_vacant" );    
    level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );    

-------------------------------------------------------------------------------------------------------------------------









///////////////////////////////////////////////////KILLSTREAKS/////////////////////////////////////////////////////////////////////
--------------------------------------------------------------------------------------------------------------------

NUKE AND EMP FX


    level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
    level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" );
    level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
    level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );


--------------------------------------------------------------------------------------

HARRIER EFFECTS


playHarrierFx()
{
    self endon ( "death" );

    wait( 0.2 );
    playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );    
    playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
    wait( 0.2 );
    playfxontag( level.harrier_afterburnerfx, self, "tag_engine_right" );
    playfxontag( level.harrier_afterburnerfx, self, "tag_engine_left" );
    wait( 0.2 );
    playfxontag( level.harrier_afterburnerfx, self, "tag_engine_right2" );
    playfxontag( level.harrier_afterburnerfx, self, "tag_engine_left2" );
    wait( 0.2 );
    playFXOnTag( level.chopper_fx["light"]["left"], self, "tag_light_L_wing" );
    wait ( 0.2 );
    playFXOnTag( level.chopper_fx["light"]["right"], self, "tag_light_R_wing" );
    wait ( 0.2 );
    playFXOnTag( level.chopper_fx["light"]["belly"], self, "tag_light_belly" );
    wait ( 0.2 );
    playFXOnTag( level.chopper_fx["light"]["tail"], self, "tag_light_tail" );
    
}

stopHarrierWingFx()
{
    stopfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
    stopfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
}

startHarrierWingFx()
{
    wait ( 3.0);
    
    if ( !isDefined( self ) )
        return;
        
    playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
    playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
}


---------------------------------------------------------------------------------


TANK

    precacheTurret( "abrams_minigun_mp" );

    level.tankFire = loadfx( "explosions/large_vehicle_explosion" );
    level.tankCover = loadfx( "props/american_smoke_grenade_mp" );


--------------------------------------------------------------------------------


HELICOPTERS

    level.chopper_fx["explode"]["death"] = [];
    level.chopper_fx["explode"]["large"] = loadfx ("explosions/helicopter_explosion_secondary_small");
    level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
    level.chopper_fx["smoke"]["trail"] = loadfx ("smoke/smoke_trail_white_heli");
    level.chopper_fx["fire"]["trail"]["medium"] = loadfx ("fire/fire_smoke_trail_L_emitter");
    level.chopper_fx["fire"]["trail"]["large"] = loadfx ("fire/fire_smoke_trail_L");

    level.chopper_fx["damage"]["light_smoke"] = loadfx ("smoke/smoke_trail_white_heli_emitter");
    level.chopper_fx["damage"]["heavy_smoke"] = loadfx ("smoke/smoke_trail_black_heli_emitter");
    level.chopper_fx["damage"]["on_fire"] = loadfx ("fire/fire_smoke_trail_L_emitter");

    level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
    level.chopper_fx["light"]["right"] = loadfx( "misc/aircraft_light_wingtip_red" );
    level.chopper_fx["light"]["belly"] = loadfx( "misc/aircraft_light_red_blink" );
    level.chopper_fx["light"]["tail"] = loadfx( "misc/aircraft_light_white_blink" );

    level.fx_heli_dust = loadfx ("treadfx/heli_dust_default");
    level.fx_heli_water = loadfx ("treadfx/heli_water");

--------------------------------------------------------------------------

AIRSTRIKE


    precacheTurret( "harrier_FFAR_mp" );

    level.onfirefx = loadfx ("fire/fire_smoke_trail_L");
    level.airstrikefx = loadfx ("explosions/clusterbomb");
    level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown");
    level.bombstrike = loadfx ("explosions/wall_explosion_pm_a");
    level.stealthbombfx = loadfx ("explosions/stealth_bomb_mp");

    level.harrier_smoke = loadfx("fire/jet_afterburner_harrier_damaged");
    level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");
    level.harrier_afterburnerfx = loadfx ("fire/jet_afterburner_harrier");
    level.fx_airstrike_afterburner = loadfx ("fire/jet_afterburner");
    level.fx_airstrike_contrail = loadfx ("smoke/jet_contrail");

---------------------------------------------------------------------------------

AC130


    
    level._effect[ "cloud" ]                     = loadfx( "misc/ac130_cloud" );
    level._effect[ "beacon" ]                     = loadfx( "misc/ir_beacon_coop" );
    level._effect[ "ac130_explode" ]             = loadfx( "explosions/aerial_explosion_ac130_coop" );
    level._effect[ "ac130_flare" ]                 = loadfx( "misc/flares_cobra" );
    level._effect[ "ac130_light_red" ]             = loadfx( "misc/aircraft_light_wingtip_red" );
    level._effect[ "ac130_light_white_blink" ]     = loadfx( "misc/aircraft_light_white_blink" );
    level._effect[ "ac130_light_red_blink" ]    = loadfx( "misc/aircraft_light_red_blink" );
    level._effect[ "ac130_engineeffect" ]        = loadfx( "fire/jet_engine_ac130" );

    // ac130 muzzleflash effects for player on ground to see
    level._effect[ "coop_muzzleflash_105mm" ] = loadfx( "muzzleflashes/ac130_105mm" );
    level._effect[ "coop_muzzleflash_40mm" ] = loadfx( "muzzleflashes/ac130_40mm" );


-----------------------------------------------------------------------------------------------


I hope I have helped some people with this, Big Grin. Here are killstreaks and maps FX.[/code]
Reply

#2
Goodjob
Reply

#3
Thanks
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  Help Server not in list, but people join 99IRock 8 7,093 07-17-2013, 21:26
Last Post: clacki
  List of models that can be spawned? (Looking for C4 model) akillj 5 4,787 06-27-2013, 13:35
Last Post: Yamato
  [Request] mw3 all map list ( aslo DLC) raminr63 5 14,955 06-18-2013, 19:50
Last Post: mn_acer1
Big Grin Killstreaks HUD list Puffiamo 9 9,918 06-18-2013, 18:42
Last Post: RaZ
  Where can I find a list of scripting commands that correspond to ingame buttons? akillj 2 3,110 06-03-2013, 10:38
Last Post: Yamato
  [Request] List of all weapon models DidUknowiPwn 3 4,623 04-20-2013, 09:13
Last Post: Dominator56
  [Request] list models box [HARD] Tony. 3 3,682 03-01-2013, 14:59
Last Post: 99IRock
  Help Getting list of player id's koro35 9 6,000 01-06-2013, 21:31
Last Post: koro35
  Help MW3 server not on server list Plz Help MADD_DOGG 9 8,559 10-25-2012, 03:29
Last Post: MADD_DOGG
  [Request] Black Ops Models List barata 11 13,076 09-21-2012, 14:50
Last Post: Nekochan

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2024 Melroy van den Berg.