Hello
This is a FX list for MW3, exactly the FXs that are spawned in maps(there can be more), the ones that maybe work are marked with // in front:
LOCKDOWN(mp_alpha)
BOOTLEG(mp_bootleg)
MISSION(mp_bravo)
CARBON(mp_carbon)
DOME(mp_dome)
DOWNTURN(mp_exchange)
HARDHAT(mp_hardhat)
INTERCHANGE(mp_interchange)
FALLEN(mp_lambeth)
BAAKARA(mp_mogadishu)
RESISTANCE(mp_paris)
ARKADEN(mp_plaza2)
OUTPOST(mp_radar)
SEATOWN(mp_seatown)
UNDERGROUND(mp_underground)
VILLAGE(mp_village)
TERMINAL(mp_terminal_cls)
AGROUND(mp_aground_ss)
EROSION(mp_courtyard_ss)
Thanks @Gagarin for the .gsc RIP and thanks @X-Track for the FXs of some maps, I have added his own FX list as an attachment to the post.
Thanks for reading,
IW5FxForEachMap.rar (Size: 10.81 KB / Downloads: 157)
This is a FX list for MW3, exactly the FXs that are spawned in maps(there can be more), the ones that maybe work are marked with // in front:
LOCKDOWN(mp_alpha)
Spoiler (Click to View)
Code:
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );
level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );
level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );
level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );
level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
BOOTLEG(mp_bootleg)
Spoiler (Click to View)
Code:
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "rain_mp_bootleg" ] = loadfx( "weather/rain_mp_bootleg" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "water_drips_fat_fast_speed" ] = loadfx( "water/water_drips_fat_fast_speed" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "waterfall_drainage_short_london" ] = loadfx( "water/waterfall_drainage_short_london" );
level._effect[ "waterfall_splash_medium_london" ] = loadfx( "water/waterfall_splash_medium_london" );
level._effect[ "drainpipe_mp_bootleg" ] = loadfx( "water/drainpipe_mp_bootleg" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
MISSION(mp_bravo)
Spoiler (Click to View)
Code:
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper_bravo" ] = loadfx( "dust/dust_wind_fast_no_paper_bravo" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
level._effect[ "trash_spiral_runner_bravo" ] = loadfx( "misc/trash_spiral_runner_bravo" );
level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );
level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );
level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
CARBON(mp_carbon)
Spoiler (Click to View)
Code:
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_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_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
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[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
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[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
level._effect[ "flame_refinery_far" ] = loadfx( "fire/flame_refinery_far" );
level._effect[ "flame_refinery_small_far" ] = loadfx( "fire/flame_refinery_small_far" );
level._effect[ "flame_refinery_small_far_2" ] = loadfx( "fire/flame_refinery_small_far_2" );
level._effect[ "flame_refinery_small_far_3" ] = loadfx( "fire/flame_refinery_small_far_3" );
level._effect[ "steam_cs_mp_carbon" ] = loadfx( "smoke/steam_cs_mp_carbon" );
level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );
level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "smoke_plume01" ] = loadfx( "smoke/smoke_plume01" );
// level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" );
// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
// level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
DOME(mp_dome)
Spoiler (Click to View)
Code:
level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
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_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
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" );
level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
DOWNTURN(mp_exchange)
Spoiler (Click to View)
Code:
level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner_exchange" ] = loadfx( "dust/falling_dirt_frequent_runner_exchange" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_exchange" ] = loadfx( "weather/ceiling_smoke_exchange" );
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );
level._effect[ "water_drips_fat_fast_singlestream" ] = loadfx( "water/water_drips_fat_fast_singlestream" );
HARDHAT(mp_hardhat)
Spoiler (Click to View)
Code:
level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
level._effect[ "large_vehicle_explosion_ir" ] = loadfx( "explosions/large_vehicle_explosion_ir" );
level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" );
level._effect[ "generator_spark_runner_loop_interchange" ] = loadfx( "explosions/generator_spark_runner_loop_interchange" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );
level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );
level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );
level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );
level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );
level._effect[ "jet_flyby_runner" ] = loadfx( "misc/jet_flyby_runner" );
level._effect[ "building_missilehit_runner" ] = loadfx( "explosions/building_missilehit_runner" );
// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
// level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );
// level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );
// level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );
// level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );
// level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" );
// level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
// level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/ceiling_smoke_seatown" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
// level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
// level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
// level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
// level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
// level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
// level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
// level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );
// level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );
// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );
INTERCHANGE(mp_interchange)
Spoiler (Click to View)
Code:
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
FALLEN(mp_lambeth)
Spoiler (Click to View)
Code:
level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );
level._effect[ "firelp_med_cheap_dist_mp" ] = loadfx( "fire/firelp_med_cheap_dist_mp" );
level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );
level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
level._effect[ "insects_light_complex" ] = loadfx( "misc/insects_light_complex" );
level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
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[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );
level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );
level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );
level._effect[ "ceiling_smoke" ] = loadfx( "weather/ceiling_smoke" );
// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );
// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );
// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
// level._effect[ "generic_fallingdebris" ] = loadfx( "misc/generic_fallingdebris" );
// level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
// level._effect[ "leaves_fall_gentlewind_far" ] = loadfx( "misc/leaves_fall_gentlewind_far" );
// level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );
// level._effect[ "electrical_transformer_spark_runner_tight" ] = loadfx( "explosions/electrical_transformer_spark_runner_tight" );
BAAKARA(mp_mogadishu)
Spoiler (Click to View)
Code:
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_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_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
RESISTANCE(mp_paris)
Spoiler (Click to View)
Code:
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
ARKADEN(mp_plaza2)
Spoiler (Click to View)
Code:
level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
OUTPOST(mp_radar)
Spoiler (Click to View)
Code:
level._effect[ "tree_snow_dump_fast" ] = loadfx( "snow/tree_snow_dump_fast" );
level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" );
level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" );
level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" );
level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" );
level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" );
level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" );
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_spray_large_oriented_radar_od_runner" ] = loadfx( "snow/snow_spray_large_oriented_radar_od_runner" );
level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" );
level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );
level._effect[ "snow_blowoff_ledge_runner" ] = loadfx( "snow/snow_blowoff_ledge_runner" );
level._effect[ "snow_clifftop_runner" ] = loadfx( "snow/snow_clifftop_runner" );
level._effect[ "radar_windy_snow" ] = loadfx( "snow/radar_windy_snow" );
level._effect[ "blowing_ground_snow" ] = loadfx( "snow/blowing_ground_snow" );
level._effect[ "tree_snow_dump_radar_runner" ] = loadfx( "snow/tree_snow_dump_radar_runner" );
level._effect[ "water_drips_fat_slow_speed" ] = loadfx( "water/water_drips_fat_slow_speed" );
level._effect[ "snow_blizzard_radar" ] = loadfx( "snow/snow_blizzard_radar" );
level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "snow_gust_runner_radar" ] = loadfx( "snow/snow_gust_runner_radar" );
level._effect[ "heat_lamp_distortion" ] = loadfx( "fire/heat_lamp_distortion" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_cheap_mp" ] = loadfx( "fire/firelp_cheap_mp" );
level._effect[ "radar_windy_snow_no_mist" ] = loadfx( "snow/radar_windy_snow_no_mist" );
level._effect[ "radar_windy_snow_small_area" ] = loadfx( "snow/radar_windy_snow_small_area" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
SEATOWN(mp_seatown)
Spoiler (Click to View)
Code:
level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );
level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" );
level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" );
// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
// 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[ "sea_mist" ] = loadfx( "water/sea_mist" );
// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
// 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" );
// 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[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
// level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
// level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
// 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_blend" ] = loadfx( "dust/room_dust_200_blend" );
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
UNDERGROUND(mp_underground)
Spoiler (Click to View)
Code:
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );
level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
VILLAGE(mp_village)
Spoiler (Click to View)
Code:
level._effect[ "heat_haze_mirage" ] = loadfx( "distortion/heat_haze_mirage" );
level._effect[ "falling_dirt_area_runner" ] = loadfx( "dust/falling_dirt_area_runner" );
level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );
level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );
level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "birds_takeoff_infrequent_runner" ] = loadfx( "misc/birds_takeoff_infrequent_runner" );
level._effect[ "leaves_fall_gentlewind_mp_village" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village" );
level._effect[ "leaves_fall_gentlewind_mp_village_far" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village_far" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "waterfall_mist_mp_village" ] = loadfx( "water/waterfall_mist_mp_village" );
level._effect[ "waterfall_mist_ground" ] = loadfx( "water/waterfall_mist_ground" );
level._effect[ "waterfall_village_1" ] = loadfx( "water/waterfall_village_1" );
level._effect[ "waterfall_village_2" ] = loadfx( "water/waterfall_village_2" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" );
level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" );
level._effect[ "waterfall_drainage_splash_large" ] = loadfx( "water/waterfall_drainage_splash_large" );
// level._effect[ "waterfall_drainage_splash_falling" ] = loadfx( "water/waterfall_drainage_splash_falling" );
// level._effect[ "waterfall_village_3" ] = loadfx( "water/waterfall_village_3" );
// level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short" );
// level._effect[ "waterfall_drainage_distortion" ] = loadfx( "water/waterfall_drainage_distortion" );
// level._effect[ "waterfall_drainage" ] = loadfx( "water/waterfall_drainage" );
// level._effect[ "waterfall_mist" ] = loadfx( "water/waterfall_mist" );
// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
// level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );
// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
// level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
// level._effect[ "leaves_fall_gentlewind_paris" ] = loadfx( "misc/leaves_fall_gentlewind_paris" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
// level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );
// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
// level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
TERMINAL(mp_terminal_cls)
Spoiler (Click to View)
Code:
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" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
AGROUND(mp_aground_ss)
Spoiler (Click to View)
Code:
level._effect["birds_circle_main"] = loadfx( "misc/birds_circle_main" );
level._effect["water_wave_splash2_runner"] = loadfx("water/water_wave_splash2_runner");
level._effect["water_shore_splash_xlg_r"] = loadfx("water/water_shore_splash_xlg_r");
level._effect["water_wave_splash_xsm_runner"] = loadfx("water/water_wave_splash_xsm_runner");
level._effect["water_shore_splash_r"] = loadfx("water/water_shore_splash_r");
level._effect["mist_light"] = loadfx("water/mist_light");
level._effect["fog_aground"] = loadfx("weather/fog_aground");
level._effect["drips_slow"] = loadfx("misc/drips_slow");
level._effect["mp_cw_insects"] = loadfx("maps/mp_crosswalk_ss/mp_cw_insects");
level._effect["fog_bog_c"] = loadfx("weather/fog_bog_c");
level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp");
level._effect["godrays_aground"] = loadfx("lights/godrays_aground");
level._effect["godrays_aground_b"] = loadfx("lights/godrays_aground_b");
level._effect["tinhat_beam"] = loadfx("lights/tinhat_beam");
level._effect["bulb_single_orange"] = loadfx("lights/bulb_single_orange");
level._effect["light_dust_motes_fog"] = loadfx("maps/mp_overwatch/light_dust_motes_fog");
level._effect["paper_blowing_Trash_r"] = loadfx("misc/paper_blowing_Trash_r");
level._effect["penguin"] = loadfx("animals/penguin");
EROSION(mp_courtyard_ss)
Spoiler (Click to View)
Code:
level._effect[ "Volcano" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" );
level._effect[ "Godrays_A" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" );
level._effect[ "Godrays_B" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" );
level._effect[ "Godrays_C" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" );
level._effect[ "Ash" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" );
level._effect[ "Ambient_dust" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" );
level._effect[ "Insects" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" );
level._effect[ "Dragonflies" ] = loadfx( "misc/insects_dragonfly_runner_a" );
Thanks @Gagarin for the .gsc RIP and thanks @X-Track for the FXs of some maps, I have added his own FX list as an attachment to the post.
Thanks for reading,
IW5FxForEachMap.rar (Size: 10.81 KB / Downloads: 157)