ImpactTable { Info { "whizby_sound_from_player" "Bullets.DefaultNearmiss" "whizby_sound_from_AI" "Bullets.DefaultNearmiss_AIGruntGenerated" "whizby_maxDistancePilot" "100" "whizby_maxDistanceTitan" "300" "ricochet_sound_1P" "weapon_wingman_elite_ricochet_1p" "ricochet_sound_3P" "weapon_wingman_elite_ricochet_3p" } FX { "C" "impact_concrete" //Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster "D" "impact_dirt" //Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup "E" "impact_metal" // metal_titan "F" "impact_flesh" //flesh "G" "impact_metal" //metalgrate, chainlink, chain "H" "impact_alienflesh" //alienflesh "J" "impact_grass" //grass "K" "impact_mud" //Mud "L" "impact_plastic" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear "M" "impact_metal" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon "N" "P_impact_slime" //Slime "O" "impact_leaves" //Foliage "P" "P_impact_metal_spectre" //metal_spectre "R" "impact_brick" //metalpanel, grenade, canister "S" "P_impact_water" //water "T" "impact_tile" //tile "U" "impact_glass" // glass_breakable "V" "impact_metal" //Metal Vent "W" "impact_wood"//Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon "X" "P_impact_xo_shield_cp" //xo_shield "Y" "impact_glass" //glass, brokenglass, glassbottle, pottery "Z" "impact_sand" //sand // "0" "openslot" // "1" "openslot" // "2" "openslot" // "3" "openslot" // "4" "openslot" // "5" "openslot" // "6" "openslot" // "7" "openslot" // "8" "openslot" // "9" "openslot" "splash" "P_impact_water" //brush water "slime_splash" "P_impact_slime" "airburst" "P_impact_exp_smll_air" //No Surface "shieldhit" "P_xo_armor_impact" "holohit" "P_holohit_impact" "critical_hit" "impact_metal" "headshot_flesh" "impact_metal" "headshot_mechanical" "P_xo_armor_impact" "pass_through" "P_impact_amped_shield" } FX_victim { "F" "impact_flesh_victim" "shieldhit" "impact_metal" "holohit" "impact_metal" } FX_attacker_replace { //"F" "P_impact_flesh_attacker" } FX_attacker_layered_MP { "F" "P_impact_flesh_attacker" } FX_attacker_layered_SP { "F" "P_impact_flesh_attacker" } Sound { "C" "Concrete.BulletImpact_3P_vs_3P" "D" "Dirt.BulletImpact_3P_vs_3P" "E" "SolidMetal.BulletImpact_3P_vs_3P" "F" "Flesh.BulletImpact_3P_vs_3P" "G" "MetalGrate.BulletImpact_3P_vs_3P" // "ChainLink.BulletImpact" "H" "Flesh.BulletImpact_3P_vs_3P" "J" "Grass.BulletImpact_3P_vs_3P" "K" "Mud.BulletImpact_3P_vs_3P" // mud? "L" "Default.BulletImpact_3P_vs_3P" // "Plastic_Box.BulletImpact" "M" "SolidMetal.BulletImpact_3P_vs_3P" //"ArmorFlesh.BulletImpact" "N" "Water.BulletImpact_3P_vs_3P" // sand? "O" "Grass.BulletImpact_3P_vs_3P" "P" "Android.Light.BulletImpact_3P_vs_3P" "R" "Concrete.BulletImpact_3P_vs_3P" "S" "Water.BulletImpact_3P_vs_3P" "T" "Tile.BulletImpact_3P_vs_3P" "V" "SolidMetal.BulletImpact_3P_vs_3P" "W" "Wood.BulletImpact_3P_vs_3P" "X" "TitanBubbleShield.Light.BulletImpact_3P_vs_3P" // Titan bubble shield "Y" "Glass.BulletImpact_3P_vs_3P" "Z" "Sand.BulletImpact_3P_vs_3P" "splash" "Water.BulletImpact" "slime_splash" "Water.BulletImpact" "airburst" "" "shieldhit" "TitanShield.Light.BulletImpact_3P_vs_3P" "holohit" "HoloPilot_light_bulletimpact_holo_3p_vs_3p" "headshot_flesh" "Flesh.BulletImpact_3P_vs_3P" "headshot_mechanical" "Android.Light.BulletImpact_3P_vs_3P" } Sound_attacker { "C" "Concrete.BulletImpact_1P_vs_3P" "D" "Dirt.BulletImpact_1P_vs_3P" "E" "Titan.Light.BulletImpact_1P_vs_3P" "F" "Flesh.BulletImpact_1P_vs_3P" "G" "MetalGrate.BulletImpact_1P_vs_3P" // "ChainLink.BulletImpact" "H" "Flesh.BulletImpact_1P_vs_3P" "J" "Grass.BulletImpact_1P_vs_3P" "K" "Mud.BulletImpact_1P_vs_3P" // mud? "L" "Default.BulletImpact_1P_vs_3P" // "Plastic_Box.BulletImpact" "M" "SolidMetal.BulletImpact_1P_vs_3P" //"ArmorFlesh.BulletImpact" "N" "Water.BulletImpact_1P_vs_3P" // Slime "O" "Grass.BulletImpact_1P_vs_3P" "P" "Android.Light.BulletImpact_1P_vs_3P" "R" "Concrete.BulletImpact_1P_vs_3P" "S" "Water.BulletImpact_1P_vs_3P" "T" "Tile.BulletImpact_1P_vs_3P" "V" "SolidMetal.BulletImpact_1P_vs_3P" "W" "Wood.BulletImpact_1P_vs_3P" "X" "TitanBubbleShield.Light.BulletImpact_1P_vs_3P" // Titan bubble shield "Y" "Glass.BulletImpact_1P_vs_3P" "Z" "Sand.BulletImpact_1P_vs_3P" "splash" "Water.BulletImpact" "slime_splash" "Water.BulletImpact" "airburst" "" "shieldhit" "TitanShield.Light.BulletImpact_1P_vs_3P" "holohit" "HoloPilot_light_bulletimpact_holo_1p_vs_3p_V2" "headshot_flesh" "Flesh.BulletImpact_1P_vs_3P" "headshot_mechanical" "Android.Light.BulletImpact_1P_vs_3P" } Sound_victim { "C" "Concrete.BulletImpact_3P_vs_1P" "D" "Dirt.BulletImpact_3P_vs_1P" "E" "Titan.Light.BulletImpact_3P_vs_1P" "F" "Flesh.BulletImpact_3P_vs_1P" "G" "MetalGrate.BulletImpact_3P_vs_1P" // "ChainLink.BulletImpact" "H" "Flesh.BulletImpact_3P_vs_1P" "J" "Grass.BulletImpact_3P_vs_1P" "K" "Mud.BulletImpact_3P_vs_1P" // mud? "L" "Default.BulletImpact_3P_vs_1P" // "Plastic_Box.BulletImpact" "M" "SolidMetal.BulletImpact_3P_vs_1P" //"ArmorFlesh.BulletImpact" "N" "Water.BulletImpact_3P_vs_1P" // Slime "O" "Grass.BulletImpact_3P_vs_1P" "P" "Android.Light.BulletImpact_3P_vs_1P" "R" "Concrete.BulletImpact_3P_vs_1P" "S" "Water.BulletImpact_3P_vs_1P" "T" "Tile.BulletImpact_3P_vs_1P" "V" "SolidMetal.BulletImpact_3P_vs_1P" "W" "Wood.BulletImpact_3P_vs_1P" "Y" "Glass.BulletImpact_3P_vs_1P" "Z" "Sand.BulletImpact_3P_vs_1P" "splash" "Water.BulletImpact" "slime_splash" "Water.BulletImpact" "airburst" "" "shieldhit" "TitanShield.Light.BulletImpact_3P_vs_1P" "holohit" "holopilot_impacts" // Victim headshot sounds taken care of in PlayVictimHeadshotConfirmation(): //"headshot_flesh" "Flesh.BulletImpact_3P_vs_1P" //"headshot_mechanical" "Android.Light.BulletImpact_3P_vs_1P" } Sound_victim_from_AI { "F" "Flesh.BulletImpact_AIGrunt3P_vs_1P" "P" "Android.Light.BulletImpact_3P_vs_1P" // Victim headshot sounds taken care of in PlayVictimHeadshotConfirmation(): //"headshot_flesh" "Flesh.BulletImpact_3P_vs_1P" //"headshot_mechanical" "Android.Light.BulletImpact_3P_vs_1P" } }