// "Gamematerial" "effect_name" ImpactTable { Info { "whizby_sound_from_player" "Rockets.ARLNearmiss" "whizby_sound_from_AI" "Rockets.ARLNearmiss" "whizby_maxDistancePilot" "500" "whizby_maxDistanceTitan" "750" } FX { "C" "P_impact_exp_xsmll_concrete" //Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster "D" "P_impact_exp_xsmll_dirt" //Dirt, slipperyslime, snow, carpet, cardboard, floatingstandable, ceiling_tile, papercup "E" "P_impact_exp_xsmll_metal" // metal_titan "F" "P_impact_exp_xsmll_metal" //flesh "G" "P_impact_exp_xsmll_metal" //metalgrate, chainlink, chain "H" "P_impact_exp_xsmll_metal" //alienflesh "J" "P_impact_exp_xsmll_dirt" //grass "K" "P_impact_exp_xsmll_metal" //Mud "L" "P_impact_exp_xsmll_metal" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear "M" "P_impact_exp_xsmll_metal" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon "N" "P_impact_exp_xsmll_slime" //Slime "O" "P_impact_exp_xsmll_dirt" //Foliage "P" "P_impact_exp_xsmll_metal" //Computer "R" "P_impact_exp_xsmll_metal" //metalpanel, grenade, canister "S" "P_impact_exp_xsmll_water" //water "T" "P_impact_exp_xsmll_concrete" //tile "U" "P_impact_exp_xsmll_metal" //glass_breakable "V" "P_impact_exp_xsmll_metal" //Metal Vent "W" "P_impact_exp_xsmll_metal" //Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon "X" "P_impact_exp_xsmll_xo_shield" //xo_shield "Y" "P_impact_exp_xsmll_metal" //glass, brokenglass, glassbottle, pottery "Z" "P_impact_exp_xsmll_sand" //sand "0" "P_impact_exp_xsmll_metal" "1" "P_impact_exp_xsmll_metal" "2" "P_impact_exp_xsmll_metal" "3" "P_impact_exp_xsmll_metal" "4" "P_impact_exp_xsmll_metal" "5" "P_impact_exp_xsmll_metal" "6" "P_impact_exp_xsmll_metal" "7" "P_impact_exp_xsmll_metal" "8" "P_impact_exp_xsmll_metal" "9" "P_impact_exp_xsmll_metal" //puddle "airburst" "P_impact_exp_xsmll_air" "shieldhit" "P_impact_exp_xsmll_metal" "critical_hit" "P_impact_exp_xsmll_metal" } ///This is 2nd set of impacts for shield fx to play with explosion FX { "shieldhit" "P_xo_armor_impact_EXP" } Sound { // Update these when custom explosions are created. "C" "null_temp" "D" "null_temp" "E" "null_temp" "F" "null_temp" "G" "null_temp" "H" "null_temp" "J" "null_temp" "K" "null_temp" // mud? "L" "null_temp" "M" "null_temp" "N" "null_temp" // sand? "O" "null_temp" "P" "null_temp" "R" "null_temp" "S" "null_temp" "T" "null_temp" "U" "null_temp" "V" "null_temp" "W" "null_temp" "X" "null_temp" "Y" "null_temp" "Z" "null_temp" //"splash" "Water.BulletImpact" //"slime_splash" "Water.BulletImpact" "airburst" "null_temp" "shieldhit" "null_temp" } Sound_attacker { // Update these when custom explosions are created. "C" "null_temp" "D" "null_temp" "E" "null_temp" "F" "null_temp" "G" "null_temp" "H" "null_temp" "J" "null_temp" "K" "null_temp" // mud? "L" "null_temp" "M" "null_temp" "N" "null_temp" // Slime "O" "null_temp" "P" "null_temp" "R" "null_temp" "S" "null_temp" "T" "null_temp" "U" "null_temp" "V" "null_temp" "W" "null_temp" "X" "null_temp" "Y" "null_temp" "Z" "null_temp" //"splash" "Water.BulletImpact" //"slime_splash" "Water.BulletImpact" "airburst" "null_temp" "shieldhit" "null_temp" } Sound_victim { // Update these when custom explosions are created. "C" "null_temp" "D" "null_temp" "E" "Titan.ARLRocket_Explosion_3P_vs_1P" "F" "null_temp" "G" "null_temp" "H" "null_temp" "J" "null_temp" "K" "null_temp" // mud? "L" "null_temp" "M" "null_temp" "N" "null_temp" // Slime "O" "null_temp" "P" "null_temp" "R" "null_temp" "S" "null_temp" "T" "null_temp" "U" "null_temp" "V" "null_temp" "W" "null_temp" "X" "null_temp" "Y" "null_temp" "Z" "null_temp" //"splash" "Water.BulletImpact" //"slime_splash" "Water.BulletImpact" "airburst" "null_temp" "shieldhit" "null_temp" // Custom for ARL so rapid-fire shieldhit explos don't get overbearing } }