//Weapons // MG1 "Weapon_HMG1.Single" { "channel" "CHAN_WEAPON" "volume" "0.85" "soundlevel" "SNDLVL_GUNFIRE" "pitch" "85,95" "wave" "^weapons/ar1/ar1_dist1.wav" } "Weapon_HMG1.Reload_Rotate" { "channel" "CHAN_ITEM" "volume" "0.9" "soundlevel" "SNDLVL_NORM" "wave" "weapons/hmg1/hmg1_reload_rotate.wav" } "Weapon_HMG1.Reload_Push" { "channel" "CHAN_ITEM" "volume" "0.9" "soundlevel" "SNDLVL_NORM" "wave" "weapons/hmg1/hmg1_reload_push.wav" } //Music //Security lift ride up "be2c_seclift_up" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2/ost-reclaimer.mp3" } //Entering AI room "be2c_aienter" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2/edgen_halo.mp3" } //AI room Enforcer fight "be2c_aifight" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2/deltahalosuit_cut.mp3" } //VO //Energybridge 1 "be2c_vo_bridge1" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\energybridge_radio.wav" } //Energybridge 2 "be2c_vo_bridge2" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\energybridge_getready_radio.wav" } //After energybridge is activated "be2c_vo_liftupahead" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\liftupahead_radio.wav" } //When high security lift is coming down "be2c_vo_liftincoming" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\liftincoming_radio.wav" } //When high security lift stops for the first time "be2c_vo_stuckelevator" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\stuckelevator_radio.wav" } //When players enter A.I. room "be2c_vo_aicoils_01" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\aicoils_01_radio.wav" } //When players exposed A.I. coils "be2c_vo_aicoils_02" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\aicoils_02_radio.wav" } //When players destroyed A.I. coils "be2c_vo_aicoils_03" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\aicoils_03_radio.wav" } //After exiting the A.I. room, before access lift gets called up "be2c_vo_combinebreakingin_01" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\combinebreakingin_01_radio.wav" } //After exiting the A.I. room, access lift going up with players on "be2c_vo_combinebreakingin_02" { "channel" "CHAN_STATIC" "volume" "1.00" "pitch" "100" "soundlevel" "0" "wave" "*#broken_escape2\vo\mike\combinebreakingin_02_radio.wav" } //Enforcer uses a helicopter as Base NPC, rotor sounds don't fit so we use dropship sounds until we get some proper sounds for it. (todo) "NPC_AttackHelicopter.Rotors" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/dropship_engine_distant_loop1.wav" } "NPC_AttackHelicopter.RotorsLoud" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_140dB" "wave" "npc/combine_gunship/dropship_engine_distant_loop1.wav" } "NPC_AttackHelicopter.RotorBlast" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_130dB" "wave" "npc/combine_gunship/dropship_engine_near_loop1.wav" }