MODSon[line.com] Wiki - Beta 1.0
World at War: SP Nazi Zombies/Asylum Style
From MODSonline Wiki
(work in progress - this will be a complete source for Zombie ASylum related gametype mapping, including what the individual components are made of)
[edit] Player Setup for same side spawning
For standard player spawning where all 4 cooperative players spawn together in the same area, you will need:
1 x info_player_start
4 x script_struct (4 or more means random spawning?)
Script_struct Keys and Values:
targetname initial_spawn_points
[edit] Player Setup for spawning separately
For the new unique player spawning where players are divided into teams of 2, you will need:
1 x info_player_start (this will be where the player spawns when playing in SP mode)
2 x script_struct
With kvps:
script_noteworthy north_spawn
2 x script_struct
With kvps:
script_noteworthy south_spawn
To stop the players spawning randomly and to pair them up you will need to add the below 'flag' to your levels script:
flag_set( "spawn_point_override" );
And then call the thread "spawn_point_override" like this:
level thread spawn_point_override();
Example script: raw/maps/nazi_zombie_yourmapname.gsc
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#using_animtree("generic_human");
main()
{
maps\_zombiemode::main();
Snippet
flag_set( "spawn_point_override" );
level thread spawn_point_override();
}
spawn_point_override()
{
flag_wait( "all_players_connected" );
players = get_players();
//spawn points are split, so grab them both seperately
north_structs = getstructarray("north_spawn","script_noteworthy");
south_structs = getstructarray("south_spawn","script_noteworthy");
side1 = north_structs;
side2 = south_structs;
if(randomint(100)>50)
{
side1 = south_structs;
side2 = north_structs;
}
//spawn players on a specific side, but randomize it up a bit
for( i = 0; i < players.size; i++ )
{
//track zombies for sounds
players[i] thread player_zombie_awareness();
players[i] thread player_killstreak_timer();
if(i<2)
{
players[i] setorigin( side1[i].origin );
players[i] setplayerangles( side1[i].angles );
players[i].respawn_point = side1[i];
players[i].spawn_side = side1[i].script_noteworthy;
}
else
{
players[i] setorigin( side2[i].origin);
players[i] setplayerangles( side2[i].angles);
players[i].respawn_point = side2[i];
players[i].spawn_side = side2[i].script_noteworthy;
}
}
}
[edit] Prefabs
Here are custom prefabs to help you, follow the readme.txt contained inside the .zip file for installation instructions.
References will be made on this page to the above download.
[edit] Treasure Chest (Random box}
Prefab: CODWAW/Map_source/_prefabs/zombiemode/
magicbox_start.map magicbox_2.map magicbox_3.map magicbox_4.map
You can drop the 4 different box prefabs where desired in your level, after a few uses of each box it will then disappear and reappear in one of the other chosen locations.
Magicbox Creation (included angles to keep everything uniform, you can rotate the entire box as a prefab)
The magicbox is a script_model with kvps:
targetname boxorigin classname script_model angles 0 180 0 model zombie_treasure_box
A script_origin, placed inside the box at it's center, with kvps:
target boxorigin targetname boxlid angles 0 270 0 classname script_origin
The box lid is a scipt_model that is placed in the 'closed' position on top of the box (the entity origin -blue square in radiant- should be at the rear of the box, this will be the hinge), with kvps:
target boxlid targetname lid_trig classname script_model model zombie_treasure_box_lid angles 0 180 0
The trigger that players use ("Press F to open magic box") is a trigger_use which is placed to the front of the box and large enough for players to see and use it without difficulty (no lower than 40 units or standing players may not see it) and has kvps:
script_noteworthy start_chest targetname treasure_chest_use target lid_trig zombie_cost 950 hintstring Press use - 950pts for random weapon classname trigger_use
The rubble that the magic box sits in is a script_model with kvps:
script_noteworthy chest_start_rubble classname script_model angles 0 270 0 model zombie_treasure_box_rubble
[edit] Weapons Cabinet
Prefab: map_source/_prefabs/zombiemode/weapon_cabinet.map
Use only one of these.
[edit] Buyable Weapons
Prefabs: CODWAW/map_source/_prefabs/zombiemode/Buyable Weapons/
buy_m1a1.map buy_gewehr43.map buy_thompson.map buy_mp40.map buy_bar.map buy_flamer.map buy_30cal_bipod.map buy_mg42_bipod.map buy_kar98.map buy_springfield.map buy_sawedoff.map buy_shotgun.map
These are just a few weapons, all weapons can be made into buyable weapons:
Weapon Decal
There are decals for most weapons under:
textures>usage>signs textures>locale>decals
Weapon Model The weapon model that appears once a player buys the gun:
script_model
(do not include quotes) kvps:
classname script_model model weapon_usa_flamethrower_wet (any weapon) targetname flamer (anything, must match the triggers target)
This model should be placed infront of the decal slightly, where it's placed will be where it appears after it has been bought.
Buy Trigger A Trigger_use most be covering the weapon so the player gets the hint to buy it when they are near the decal.
zombie_weapon_upgrade m2_flamethrower_zombie targetname weapon_upgrade target flamer classname trigger_use
[edit] Power Generator additions and Perks
Power Switch You will need 1 power switch in your level:
CodWAW\map_source\_prefabs\zombiemode\zappermain_switch.map
Place this at a point in your map where you want players to turn on the power, players will not be able to use Perkacola machines until the power is on. (make it highly visible)
Perkacola You will need the 4 perk-acola machines:
CodWAW\map_source\_prefabs\zombiemode\vending_juggernaut.map
CodWAW\map_source\_prefabs\zombiemode\vending_revive.map
CodWAW\map_source\_prefabs\zombiemode\vending_doubletap.map
CodWAW\map_source\_prefabs\zombiemode\vending_sleight.map
Toilet
CodWAW\map_source\_prefabs\zombiemode\zombie_toilet.map
Place this where ever you want, it's simply an easter egg that plays a sound.
Dentist Chair
CodWAW\map_source\_prefabs\zombiemode\dentist_chair.map
Place this where ever you want, it's simply an easter egg that plays a sound.
PA System
CodWAW\map_source\_prefabs\zombiemode\pa_system.map
Place 1 of these in your map in its centre and high up. (testing this)
Power Generator
CodWAW\map_source\_prefabs\zombiemode\generator.map
This is just something to make it look like the power is coming form somewhere, it's static at the moment but does play a sound, hopefully we'll update this with effects and movement.
Zappers
There are 2 zapper prefabs, adjust them and place them around your level.
codWAW\map_source\_prefabs\zombiemode\zapper_1.map
codWAW\map_source\_prefabs\zombiemode\zapper_2.map
[edit] Zombie Script
Zombie Scripts for normal spawning:
raw/maps/nazi_zombie_yourmapname.gsc
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_music;
#using_animtree("generic_human");
main()
{
maps\_destructible_opel_blitz::init();
precacheshellshock("electrocution");
maps\_zombiemode_weapons::add_zombie_weapon( "mine_bouncing_betty",&"ZOMBIE_WEAPON_SATCHEL_2000", 2000 );
precachemodel("tag_origin");
precachemodel("zombie_zapper_power_box");
precachemodel("zombie_zapper_power_box_on");
precachemodel("zombie_zapper_cagelight_red");
precachemodel("zombie_zapper_cagelight_green");
level.valve_hint_north = (&"ZOMBIE_BUTTON_NORTH_FLAMES");
level.valve_hint_south = (&"ZOMBIE_BUTTON_NORTH_FLAMES");
precachestring(level.valve_hint_north);
precachestring(level.valve_hint_south);
precachestring(&"ZOMBIE_BETTY_ALREADY_PURCHASED");
precachestring(&"ZOMBIE_BETTY_HOWTO");
precachestring(&"ZOMBIE_FLAMES_UNAVAILABLE");
precachestring(&"ZOMBIE_USE_AUTO_TURRET");
precachestring(&"ZOMBIE_ELECTRIC_SWITCH");
precachestring(&"MYLEVEL_TITLE");
precachestring(&"MYLEVEL_PLACE");
precachestring(&"MYLEVEL_DATE");
include_weapons();
include_powerups();
maps\nazi_zombie_yourmapname_fx::main();
maps\createart\nazi_zombie_yourmapname_art::main();
//init the perk machines
maps\_zombiemode_perks::init();
maps\_zombiemode::main();
level.burning_zombies = [];
level.electrocuted_zombies = [];
init_sounds();
//the electric switch in the control room
level thread master_electric_switch();
//keeps track of the buyable doors surroundong the control room
level thread watch_magic_doors();
//special spawn point logic for the map
level thread spawn_point_override();
//zombie asylum custom stuff
init_nazi_zombie_yourmapname();
level thread intro_screen();
level thread toilet_useage();
level thread chair_useage();
//level thread magic_box_light();
}
player_zombie_awareness()
{
self endon("disconnect");
self endon("death");
while(1)
{
wait(1);
zombie = get_closest_ai(self.origin,"axis");
if(!isDefined(zombie))
{
continue;
}
dist = 200;
switch(zombie.zombie_move_speed)
{
case "walk": dist = 200;break;
case "run": dist = 250; break;
case "sprint": dist = 275;break;
}
if(distance2d(zombie.origin,self.origin) < dist)
{
yaw = self animscripts\utility::GetYawToSpot(zombie.origin );
//check to see if he's actually behind the player
if(yaw < -95 || yaw > 95)
{
zombie playsound ("behind_vocals");
}
}
}
}
intro_screen()
{
flag_wait( "all_players_connected" );
wait(2);
level.intro_hud = [];
for(i = 0; i < 3; i++)
{
level.intro_hud[i] = newHudElem();
level.intro_hud[i].x = 0;
level.intro_hud[i].y = 0;
level.intro_hud[i].alignX = "left";
level.intro_hud[i].alignY = "bottom";
level.intro_hud[i].horzAlign = "left";
level.intro_hud[i].vertAlign = "bottom";
level.intro_hud[i].foreground = true;
if ( level.splitscreen && !level.hidef )
{
level.intro_hud[i].fontScale = 2.75;
}
else
{
level.intro_hud[i].fontScale = 1.75;
}
level.intro_hud[i].alpha = 0.0;
level.intro_hud[i].color = (1, 1, 1);
level.intro_hud[i].inuse = false;
}
level.intro_hud[0].y = -110;
level.intro_hud[1].y = -90;
level.intro_hud[2].y = -70;
level.intro_hud[0] settext(&"MYLEVEL_PLACE");
level.intro_hud[1] settext(&"MYLEVEL_TITLE");
level.intro_hud[2] settext(&"MYLEVEL_DATE");
for(i = 0 ; i < 3; i++)
{
level.intro_hud[i] FadeOverTime( 1.5 );
level.intro_hud[i].alpha = 1;
wait(1.5);
}
wait(1.5);
for(i = 0 ; i < 3; i++)
{
level.intro_hud[i] FadeOverTime( 1.5 );
level.intro_hud[i].alpha = 0;
wait(1.5);
}
for(i = 0 ; i < 3; i++)
{
level.intro_hud[i] destroy();
}
//level thread magic_box_limit_location_init();
}
/* Moved sound to the loudspeaker */
play_pa_system()
{
//level notify("");
clientnotify("switch_flipped_generator");
speakerA = getstruct("loudspeaker", "targetname");
playsoundatposition("alarm", speakerA.origin);
level thread play_comp_sounds();
generator_arc = getent("generator_arc", "targetname");
generator_arc playloopsound("gen_arc_loop");
wait(4.0);
generator = getent("generator_origin", "targetname");
generator playloopsound("generator_loop");
wait(8.0);
playsoundatposition ("amb_pa_system", speakerA.origin);
}
play_comp_sounds()
{
computer = getent("comp", "targetname");
computer playsound ("comp_start");
wait(6);
computer playloopsound("comp_loop");
}
/*------------------------------------
Zombie yourmapname special sauce
------------------------------------*/
init_nazi_zombie_yourmapname()
{
level.magic_box_uses = 1;
//flags
flag_init("both_doors_opened"); //keeps track of the players opening the 'magic box' room doors
flag_init("electric_switch_used"); //when the players use the electric switch in the control room
flag_set("spawn_point_override");
//bouncing betties
level thread purchase_bouncing_betties();
//electric traps
level thread init_elec_trap_trigs();
//activate goals when doors are opened
level thread activate_goals_when_door_opened("north1_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north2_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north3_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north4_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north5_lower_door","script_noteworthy","zombie_door");
//managed zones are areas in the map that have associated spawners/goals that are turned on/off
//depending on where the players are in the map
getent("mynorth_upstairs_volume","targetname") thread manage_zone();
getent("mysouth_upstairs_volume","targetname") thread manage_zone();
//bouncing betties!!
level thread give_betties_after_rounds();
//water sheeting triggers
water_trigs = getentarray("waterfall","targetname");
array_thread(water_trigs,::watersheet_on_trigger);
}
/*------------------------------------
grab the attached spawners and make sure they are locked
------------------------------------*/
lock_zombie_spawners(door_name)
{
door = getentarray(door_name,"targetname");
if(door.size > 0 && isDefined(door[0].target))
{
spawners = getentarray(door[0].target,"targetname");
for(i=0;i<spawners.size;i++)
{
spawners[i].locked_spawner = true;
level.enemy_spawns = array_remove_nokeys(level.enemy_spawns,spawners[i]);
}
}
}
/*------------------------------------
activate any access points that are associated with a door
types: zombie_door, zombie_debris
------------------------------------*/
activate_goals_when_door_opened(door,key,type)
{
//grab the door purchase triggers
trigs = getentarray(door,key);
purchase_trigs = [];
for(i=0;i<trigs.size;i++)
{
if ( isDefined(trigs[i].targetname ) && trigs[i].targetname == type )
{
purchase_trigs[purchase_trigs.size] = trigs[i];
}
}
//lock any zombie spawners until they are activated by the door
lock_zombie_spawners(purchase_trigs[0].target);
//deactivate the goals until door is opened
entry_points = getstructarray(door,key);
for(i=0;i<entry_points.size;i++)
{
if ( entry_points[i].script_noteworthy == door)
{
entry_points[i].is_active = undefined;
entry_points[i] trigger_off();
}
}
//double check that we have set the flags and wait for the door to be used
if( !IsDefined( level.flag[purchase_trigs[0].script_flag] ) )
{
flag_init( purchase_trigs[0].script_flag);
}
flag_wait(purchase_trigs[0].script_flag);
//activate any zombie entrypoints now that the door/debris has been removed
entry_points = getstructarray(door,key);
for(i=0;i<entry_points.size;i++)
{
if ( entry_points[i].script_noteworthy == door )
{
entry_points[i].is_active = 1;
entry_points[i] trigger_on();
}
}
}
/*------------------------------------
have a info_volume target spawners
to turn them on/off - probably the best way to handle this
TODO: switch over the previous script_string stuff in the other function
------------------------------------*/
manage_zone()
{
spawners = undefined;
dog_spawners = [];
if(isDefined(self.target))
{
spawners = getentarray(self.target,"targetname");
for (i = 0; i < spawners.size; i++)
{
if ( issubstr(spawners[i].classname, "dog") )
{
dog_spawners = array_add( dog_spawners, spawners[i] );
spawners = array_remove( spawners, spawners[i] );
}
}
}
goals = getstructarray("exterior_goal","targetname");
check_ent = undefined;
while(getdvarint("noclip") == 0 ||getdvarint("notarget") != 0 )
{
//test to see if any players are in the volume
zone_active = false;
players = get_players();
for(i=0;i<players.size;i++)
{
if(isDefined(check_ent))
{
if(players[i] istouching(self) || players[i] istouching(check_ent))
{
zone_active = true;
}
}
else
{
if(players[i] istouching(self))
{
zone_active = true;
}
}
}
//players are in the volume, activate any associated spawners
if(zone_active )
{
if(isDefined(spawners))
{
for(x=0;x<spawners.size;x++)
{
//make sure that there are no duplicate spawners
no_dupes = array_check_for_dupes( level.enemy_spawns, spawners[x] );
if(no_dupes)
{
if( (!isDefined(spawners[x].locked_spawner)) || ( isDefined(spawners[x].locked_spawner && !spawners[x].locked_spawner)) )
{
level.enemy_spawns = add_to_array(level.enemy_spawns,spawners[x]);
}
}
}
}
//activate the associated goals
for(x=0;x<goals.size;x++)
{
if(isDefined(goals[x].is_active) )
{
if( isDefined(goals[x].script_string) && (goals[x].script_string == self.targetname + "_goal"))
{
goals[x] thread trigger_on();
}
if(isDefined(check_ent))
{
if( isDefined(goals[x].script_string) && isDefined(check_ent.script_noteworthy) && goals[x].script_string == check_ent.script_noteworthy + "_goal")
{
goals[x] thread trigger_on();
}
}
}
}
}
//players are not in the volume, so disable the spawners
else
{
if(isDefined(spawners))
{
for(x=0;x<spawners.size;x++)
{
if(isDefined(spawners[x].script_string) && spawners[x].script_string == self.targetname)
{
level.enemy_spawns = array_remove_nokeys(level.enemy_spawns, spawners[x]);
}
}
}
//disable the associated goals
for(x=0;x<goals.size;x++)
{
if(isDefined(goals[x].is_active) )
{
if ( isDefined(goals[x].script_string) && (goals[x].script_string == self.targetname + "_goal") )
{
goals[x] thread trigger_off();
}
if(isDefined(check_ent))
{
if( (isDefined(goals[x].script_string)) && (isDefined(check_ent.script_noteworthy)) && (goals[x].script_string == check_ent.script_noteworthy + "_goal"))
{
goals[x] thread trigger_off();
}
}
}
}
}
//wait a second before another check
wait(1);
}
}
init_sounds()
{
maps\_zombiemode_utility::add_sound( "break_stone", "break_stone" );
maps\_zombiemode_utility::add_sound( "couch_slam", "couch_slam" );
}
// Include the weapons that are only inr your level so that the cost/hints are accurate
// Also adds these weapons to the random treasure chest.
include_weapons()
{
// Pistols
//include_weapon( "colt" );
//include_weapon( "colt_dirty_harry" );
//include_weapon( "walther" );
include_weapon( "sw_357" );
// Semi Auto
include_weapon( "m1carbine" );
include_weapon( "m1garand" );
include_weapon( "gewehr43" );
// Full Auto
include_weapon( "stg44" );
include_weapon( "thompson" );
include_weapon( "mp40" );
include_weapon("ppsh");
// Bolt Action
include_weapon( "kar98k" );
include_weapon( "springfield" );
// Scoped
include_weapon( "ptrs41_zombie" );
//include_weapon( "kar98k_scoped_zombie" );
// Grenade
include_weapon( "molotov" );
// JESSE: lets go all german grenades for consistency and to reduce annoyance factor
// include_weapon( "fraggrenade" );
include_weapon( "stielhandgranate" );
// Grenade Launcher
include_weapon( "m1garand_gl_zombie" );
include_weapon( "m7_launcher_zombie" );
// Flamethrower
include_weapon( "m2_flamethrower_zombie" );
// Shotgun
include_weapon( "doublebarrel" );
include_weapon( "doublebarrel_sawed_grip" );
include_weapon( "shotgun" );
// Bipod
include_weapon( "fg42_bipod" );
include_weapon( "mg42_bipod" );
include_weapon( "30cal_bipod" );
// Heavy MG
include_weapon( "bar" );
include_weapon( "bar_bipod");
// Rocket Launcher
include_weapon( "panzerschrek_zombie" );
// Special
include_weapon( "ray_gun" );
//bouncing betties
include_weapon("mine_bouncing_betty");
}
include_powerups()
{
include_powerup( "nuke" );
include_powerup( "insta_kill" );
include_powerup( "double_points" );
include_powerup( "full_ammo" );
}
include_weapon( weapon_name )
{
maps\_zombiemode_weapons::include_zombie_weapon( weapon_name );
}
include_powerup( powerup_name )
{
maps\_zombiemode_powerups::include_zombie_powerup( powerup_name );
}
/*------------------------------------
BOUNCING BETTY STUFFS -
a rough prototype for now, needs a bit more polish
------------------------------------*/
purchase_bouncing_betties()
{
trigs = getentarray("betty_purchase","targetname");
array_thread(trigs,::buy_bouncing_betties);
}
buy_bouncing_betties()
{
self.zombie_cost = 1000;
betty_model = getent(self.target, "targetname");
betty_model hide();
self sethintstring( &"ZOMBIE_BETTY_PURCHASE" );
level thread set_betty_visible();
while(1)
{
self waittill("trigger",who);
if( who in_revive_trigger() )
{
continue;
}
if( is_player_valid( who ) )
{
if( who.score >= self.zombie_cost )
{
if(!isDefined(who.has_betties))
{
who.has_betties = 1;
play_sound_at_pos( "purchase", self.origin );
betty_model show();
//set the score
who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
who thread bouncing_betty_setup();
//who thread show_betty_hint("betty_purchased");
trigs = getentarray("betty_purchase","targetname");
for(i = 0; i < trigs.size; i++)
{
trigs[i] SetInvisibleToPlayer(who);
}
}
}
}
}
}
set_betty_visible()
{
players = getplayers();
trigs = getentarray("betty_purchase","targetname");
while(1)
{
for(j = 0; j < players.size; j++)
{
if( !isdefined(players[j].has_betties))
{
for(i = 0; i < trigs.size; i++)
{
trigs[i] SetInvisibleToPlayer(players[j], false);
}
}
}
wait(1);
}
}
bouncing_betty_watch()
{
while(1)
{
self waittill("grenade_fire",betty,weapname);
if(weapname == "mine_bouncing_betty")
{
betty.owner = self;
betty thread betty_think();
self thread betty_death_think();
}
}
}
betty_death_think()
{
self waittill("death");
if(isDefined(self.trigger))
{
self.trigger delete();
}
self delete();
}
bouncing_betty_setup()
{
self thread bouncing_betty_watch();
self giveweapon("mine_bouncing_betty");
self setactionslot(4,"weapon","mine_bouncing_betty");
self setweaponammostock("mine_bouncing_betty",5);
}
betty_loadout()
{
flag_wait("all_players_connected");
//players = get_players();
//array_thread(players,::bouncing_betty_setup);
}
betty_think()
{
wait(2);
trigger = spawn("trigger_radius",self.origin,9,80,64);
trigger waittill( "trigger" );
trigger = trigger;
self playsound("betty_activated");
wait(.1);
fake_model = spawn("script_model",self.origin);
fake_model setmodel(self.model);
self hide();
tag_origin = spawn("script_model",self.origin);
tag_origin setmodel("tag_origin");
tag_origin linkto(fake_model);
temp_origin = self.origin;
playfxontag(level._effect["betty_trail"],tag_origin,"tag_origin");
fake_model moveto (self.origin + (0,0,32),.2);
fake_model waittill("movedone");
playfx(level._effect["betty_explode"],fake_model.origin);
earthquake(1,.4, temp_origin, 512);
//CHris_P - betties do no damage to the players
zombs = getaiarray("axis");
for(i=0;i<zombs.size;i++)
{
if(DistanceSquared(zombs[i].origin, temp_origin) < 200 * 200)
{
zombs[i] thread maps\_zombiemode_spawner::zombie_damage( "MOD_EXPLOSIVE", "none", zombs[i].origin, self.owner );
}
}
//radiusdamage(self.origin,128,1000,75,self.owner);
trigger delete();
fake_model delete();
tag_origin delete();
if(isdefined(self))
{
self delete();
}
}
betty_smoke_trail()
{
self.tag_origin = spawn("script_model",self.origin);
self.tag_origin setmodel("tag_origin");
playfxontag(level._effect["betty_trail"],self.tag_origin,"tag_origin");
self.tag_origin moveto(self.tag_origin.origin + (0,0,100),.15);
}
give_betties_after_rounds()
{
while(1)
{
level waittill( "between_round_over" );
{
players = get_players();
for(i=0;i<players.size;i++)
{
if(isDefined(players[i].has_betties))
{
players[i] giveweapon("mine_bouncing_betty");
players[i] setactionslot(4,"weapon","mine_bouncing_betty");
players[i] setweaponammoclip("mine_bouncing_betty",2);
}
}
}
}
}
/*------------------------------------
FIRE TRAPS
- players can activate
gas valves that enable a wall of fire for a few seconds
NOT!
it's been changed to electricity
need to update the relevant function names/variables and such to reflect the change
------------------------------------*/
init_elec_trap_trigs()
{
trap_trigs = getentarray("gas_access","targetname");
array_thread (trap_trigs,::electric_trap_think);
array_thread (trap_trigs,::electric_trap_dialog);
}
toilet_useage()
{
toilet_counter = 0;
toilet_trig = getent("toilet", "targetname");
toilet_trig SetCursorHint( "HINT_NOICON" );
toilet_trig UseTriggerRequireLookAt();
players = getplayers();
if (!IsDefined (level.eggs))
{
level.eggs = 0;
}
while (1)
{
wait(0.5);
for(i=0;i<players.size;i++)
{
toilet_trig waittill( "trigger", players);
toilet_trig playsound ("toilet_flush", "sound_done");
toilet_trig waittill ("sound_done");
toilet_counter ++;
if(toilet_counter == 3)
{
playsoundatposition ("cha_ching", toilet_trig.origin);
level.eggs = 1;
setmusicstate("eggs");
wait(245);
setmusicstate("WAVE_1");
level.eggs = 0;
}
}
}
}
chair_useage()
{
chair_counter = 0;
chair_trig = getent("dentist_chair", "targetname");
chair_trig SetCursorHint( "HINT_NOICON" );
chair_trig UseTriggerRequireLookAt();
players = getplayers();
while (1)
{
wait(0.05);
for(i=0;i<players.size;i++)
{
chair_trig waittill( "trigger", players);
chair_counter ++;
if(chair_counter == 3)
{
playsoundatposition ("chair", chair_trig.origin);
chair_counter = 0;
}
}
}
}
electric_trap_dialog()
{
self endon ("warning_dialog");
level endon("switch_flipped");
timer =0;
while(1)
{
wait(0.5);
players = get_players();
for(i = 0; i < players.size; i++)
{
dist = distancesquared(players[i].origin, self.origin );
if(dist > 70*70)
{
timer = 0;
continue;
}
if(dist < 70*70 && timer < 3)
{
wait(0.5);
timer ++;
}
if(dist < 70*70 && timer == 3)
{
players[i] thread do_player_vo("vox_start", 5);
wait(3);
self notify ("warning_dialog");
//iprintlnbold("warning_given");
}
}
}
}
/*------------------------------------
self = use trigger associated with the gas valve
------------------------------------*/
electric_trap_think()
{
self sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
self.is_available = undefined;
self.zombie_cost = 1000;
self.in_use = 0;
while(1)
{
valve_trigs = getentarray(self.script_noteworthy ,"script_noteworthy");
//wait until someone uses the valve
self waittill("trigger",who);
if( who in_revive_trigger() )
{
continue;
}
if(!isDefined(self.is_available))
{
continue;
}
if( is_player_valid( who ) )
{
if( who.score >= self.zombie_cost )
{
if(!self.in_use)
{
self.in_use = 1;
play_sound_at_pos( "purchase", who.origin );
self thread electric_trap_move_switch(self);
//need to play a 'woosh' sound here, like a gas furnace starting up
self waittill("switch_activated");
//set the score
who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
//turn off the valve triggers associated with this valve until the gas is available again
array_thread (valve_trigs,::trigger_off);
//this trigger detects zombies walking thru the flames
self.zombie_dmg_trig = getent(self.target,"targetname");
self.zombie_dmg_trig trigger_on();
//play the flame FX and do the actual damage
self thread activate_electric_trap();
//wait until done and then re-enable the valve for purchase again
self waittill("elec_done");
clientnotify(self.script_string +"off");
//delete any FX ents
if(isDefined(self.fx_org))
{
self.fx_org delete();
}
if(isDefined(self.zapper_fx_org))
{
self.zapper_fx_org delete();
}
if(isDefined(self.zapper_fx_switch_org))
{
self.zapper_fx_switch_org delete();
}
//turn the damage detection trigger off until the flames are used again
self.zombie_dmg_trig trigger_off();
wait(25);
array_thread (valve_trigs,::trigger_on);
//Play the 'alarm' sound to alert players that the traps are available again (playing on a temp ent in case the PA is already in use.
speakerA = getstruct("loudspeaker", "targetname");
playsoundatposition("warning", speakera.origin);
self notify("available");
self.in_use = 0;
}
}
}
}
}
//this used to be a gas valve, now it's a throw switch
electric_trap_move_switch(parent)
{
tswitch = getent(parent.script_linkto,"script_linkname");
if(tswitch.script_linkname == "4")
{
//turn the light above the door red
north_zapper_light_red();
//machine = getent("zap_machine_north","targetname");
tswitch rotatepitch(-180,.5);
tswitch playsound("amb_sparks_l_b");
tswitch waittill("rotatedone");
self notify("switch_activated");
self waittill("available");
tswitch rotatepitch(180,.5);
//turn the light back green once the trap is available again
north_zapper_light_green();
}
else
{
south_zapper_light_red();
tswitch rotatepitch(180,.5);
tswitch playsound("amb_sparks_l_b");
tswitch waittill("rotatedone");
self notify("switch_activated");
self waittill("available");
tswitch rotatepitch(-180,.5);
south_zapper_light_green();
}
}
activate_electric_trap()
{
//the trap on the north side is kinda busted, so it has a sparky wire.
if(isDefined(self.script_string) && self.script_string == "north")
{
machine = getent("zap_machine_north","targetname");
machine setmodel("zombie_zapper_power_box_on");
clientnotify("north");
}
else
{
machine = getent("zap_machine_south","targetname");
machine setmodel("zombie_zapper_power_box_on");
clientnotify("south");
}
clientnotify(self.target);
fire_points = getstructarray(self.target,"targetname");
for(i=0;i<fire_points.size;i++)
{
wait_network_frame();
fire_points[i] thread electric_trap_fx(self);
}
//do the damage
self.zombie_dmg_trig thread elec_barrier_damage();
// reset the zapper model
level waittill("arc_done");
machine setmodel("zombie_zapper_power_box");
}
electric_trap_fx(notify_ent)
{
self.tag_origin = spawn("script_model",self.origin);
//self.tag_origin setmodel("tag_origin");
//playfxontag(level._effect["zapper"],self.tag_origin,"tag_origin");
if(isDefined(self.script_sound))
{
self.tag_origin playsound("elec_start");
self.tag_origin playloopsound("elec_loop");
self thread play_electrical_sound();
}
wait(25);
if(isDefined(self.script_sound))
{
self.tag_origin stoploopsound();
}
self.tag_origin delete();
notify_ent notify("elec_done");
level notify ("arc_done");
}
play_electrical_sound()
{
level endon ("arc_done");
while(1)
{
wait(randomfloatrange(0.1, 0.5));
playsoundatposition("elec_arc", self.origin);
}
}
elec_barrier_damage()
{
while(1)
{
self waittill("trigger",ent);
//player is standing flames, dumbass
if(isplayer(ent) )
{
ent thread player_elec_damage();
}
else
{
if(!isDefined(ent.marked_for_death))
{
ent.marked_for_death = true;
ent thread zombie_elec_death( randomint(100) );
}
}
}
}
play_elec_vocals()
{
if(IsDefined (self))
{
org = self.origin;
wait(0.15);
playsoundatposition("elec_vocals", org);
playsoundatposition("zombie_arc", org);
playsoundatposition("exp_jib_zombie", org);
}
}
player_elec_damage()
{
self endon("death");
self endon("disconnect");
if(!IsDefined (level.elec_loop))
{
level.elec_loop = 0;
}
if( !isDefined(self.is_burning) && !self maps\_laststand::player_is_in_laststand() )
{
self.is_burning = 1;
self setelectrified(1.25);
shocktime = 2.5;
//Changed Shellshock to Electrocution so we can have different bus volumes.
self shellshock("electrocution", shocktime);
if(level.elec_loop == 0)
{
elec_loop = 1;
//self playloopsound ("electrocution");
self playsound("zombie_arc");
}
if(!self hasperk("specialty_armorvest") || self.health - 100 < 1)
{
radiusdamage(self.origin,10,self.health + 100,self.health + 100);
self.is_burning = undefined;
}
else
{
self dodamage(50, self.origin);
wait(.1);
//self playsound("zombie_arc");
self.is_burning = undefined;
}
}
}
zombie_elec_death(flame_chance)
{
self endon("death");
//10% chance the zombie will burn, a max of 6 burning zombs can be goign at once
//otherwise the zombie just gibs and dies
if(flame_chance > 90 && level.burning_zombies.size < 6)
{
level.burning_zombies[level.burning_zombies.size] = self;
self thread zombie_flame_watch();
self playsound("ignite");
self thread animscripts\death::flame_death_fx();
wait(randomfloat(1.25));
}
else
{
refs[0] = "guts";
refs[1] = "right_arm";
refs[2] = "left_arm";
refs[3] = "right_leg";
refs[4] = "left_leg";
refs[5] = "no_legs";
refs[6] = "head";
self.a.gib_ref = refs[randomint(refs.size)];
playsoundatposition("zombie_arc", self.origin);
if(randomint(100) > 50 )
{
self thread electroctute_death_fx();
self thread play_elec_vocals();
}
wait(randomfloat(1.25));
self playsound("zombie_arc");
}
self dodamage(self.health + 666, self.origin);
}
zombie_flame_watch()
{
self waittill("death");
self stoploopsound();
level.burning_zombies = array_remove_nokeys(level.burning_zombies,self);
}
/*------------------------------------
SPAWN POINT OVERRIDE
- special yourmapname spawning hotness
------------------------------------*/
spawn_point_override()
{
flag_wait( "all_players_connected" );
players = get_players();
//spawn points are split, so grab them both seperately
north_structs = getstructarray("north_spawn","script_noteworthy");
south_structs = getstructarray("south_spawn","script_noteworthy");
side1 = north_structs;
side2 = south_structs;
if(randomint(100)>50)
{
side1 = south_structs;
side2 = north_structs;
}
//spawn players on a specific side, but randomize it up a bit
for( i = 0; i < players.size; i++ )
{
//track zombies for sounds
players[i] thread player_zombie_awareness();
players[i] thread player_killstreak_timer();
if(i<2)
{
players[i] setorigin( side1[i].origin );
players[i] setplayerangles( side1[i].angles );
players[i].respawn_point = side1[i];
players[i].spawn_side = side1[i].script_noteworthy;
}
else
{
players[i] setorigin( side2[i].origin);
players[i] setplayerangles( side2[i].angles);
players[i].respawn_point = side2[i];
players[i].spawn_side = side2[i].script_noteworthy;
}
}
}
//betty hint stuff
init_hint_hudelem(x, y, alignX, alignY, fontscale, alpha)
{
self.x = x;
self.y = y;
self.alignX = alignX;
self.alignY = alignY;
self.fontScale = fontScale;
self.alpha = alpha;
self.sort = 20;
//self.font = "objective";
}
setup_client_hintelem()
{
self endon("death");
self endon("disconnect");
if(!isDefined(self.hintelem))
{
self.hintelem = newclienthudelem(self);
}
self.hintelem init_hint_hudelem(320, 220, "center", "bottom", 1.6, 1.0);
}
show_betty_hint(string)
{
self endon("death");
self endon("disconnect");
if(string == "betty_purchased")
text = &"ZOMBIE_BETTY_HOWTO";
else
text = &"ZOMBIE_BETTY_ALREADY_PURCHASED";
self setup_client_hintelem();
self.hintelem setText(text);
wait(3.5);
self.hintelem settext("");
}
/*------------------------------------
the electric switch in the control room
once this is used, it activates other objects in the map
and makes them available to use
------------------------------------*/
master_electric_switch()
{
trig = getent("use_master_switch","targetname");
master_switch = getent("master_switch","targetname");
master_switch notsolid();
//master_switch rotatepitch(90,1);
trig sethintstring(&"ZOMBIE_ELECTRIC_SWITCH");
//turn off the buyable door triggers downstairs
door_trigs = getentarray("electric_door","script_noteworthy");
//door_trigs[0] sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
//door_trigs[0] UseTriggerRequireLookAt();
array_thread(door_trigs,::set_door_unusable);
array_thread(door_trigs,::play_door_dialog);
fx_org = spawn("script_model", (-674.922, -300.473, 284.125));
fx_org setmodel("tag_origin");
fx_org.angles = (0, 90, 0);
playfxontag(level._effect["electric_power_gen_idle"], fx_org, "tag_origin");
cheat = false;
if ( cheat != true )
{
trig waittill("trigger",user);
}
array_thread(door_trigs,::trigger_off);
master_switch rotateroll(-90,.3);
//TO DO (TUEY) - kick off a 'switch' on client script here that operates similiarly to Berlin2 subway.
master_switch playsound("switch_flip");
clientnotify("revive_on");
clientnotify("middle_door_open");
clientnotify("fast_reload_on");
clientnotify("doubletap_on");
clientnotify("jugger_on");
level notify("switch_flipped");
//maps\_audio::disable_bump_trigger("switch_door_trig");
level thread play_the_numbers();
left_org = getent("audio_swtch_left", "targetname");
right_org = getent("audio_swtch_right", "targetname");
left_org_b = getent("audio_swtch_b_left", "targetname");
right_org_b = getent("audio_swtch_b_right", "targetname");
if( isdefined (left_org))
{
left_org playsound("amb_sparks_l");
}
if( isdefined (left_org_b))
{
left_org playsound("amb_sparks_l_b");
}
if( isdefined (right_org))
{
right_org playsound("amb_sparks_r");
}
if( isdefined (right_org_b))
{
right_org playsound("amb_sparks_r_b");
}
// TUEY - Sets the "ON" state for all electrical systems via client scripts
SetClientSysState("levelNotify","start_lights");
level thread play_pa_system();
flag_set("electric_switch_used");
trig delete();
//enable the electric traps
traps = getentarray("gas_access","targetname");
for(i=0;i<traps.size;i++)
{
traps[i] sethintstring(&"ZOMBIE_BUTTON_NORTH_FLAMES");
traps[i].is_available = true;
}
master_switch waittill("rotatedone");
playfx(level._effect["switch_sparks"] ,getstruct("switch_fx","targetname").origin);
//activate perks-a-cola
level notify( "master_switch_activated" );
fx_org delete();
fx_org = spawn("script_model", (-675.021, -300.906, 283.724));
fx_org setmodel("tag_origin");
fx_org.angles = (0, 90, 0);
playfxontag(level._effect["electric_power_gen_on"], fx_org, "tag_origin");
fx_org playloopsound("elec_current_loop");
//elec room fx on
//playfx(level._effect["elec_room_on"], (-440, -208, 8));
//turn on green lights above the zapper trap doors
north_zapper_light_green();
south_zapper_light_green();
wait(6);
fx_org stoploopsound();
level notify ("sleight_on");
level notify("revive_on");
level notify ("electric_on_middle_door");
level notify ("doubletap_on");
level notify ("juggernog_on");
//level waittill("electric_on_middle_door");
doors = getentarray(door_trigs[0].target,"targetname");
open_bottom_doors(doors);
//exploder(101);
//exploder(201);
//This wait is to time out the SFX properly
wait(8);
playsoundatposition ("amb_sparks_l_end", left_org.origin);
playsoundatposition ("amb_sparks_r_end", right_org.origin);
}
play_door_dialog()
{
self endon ("warning_dialog");
timer = 0;
while(1)
{
wait(0.05);
players = get_players();
for(i = 0; i < players.size; i++)
{
dist = distancesquared(players[i].origin, self.origin );
if(dist > 70*70)
{
timer =0;
continue;
}
while(dist < 70*70 && timer < 3)
{
wait(0.5);
timer++;
}
if(dist > 70*70 && timer >= 3)
{
self playsound("door_deny");
players[i] thread do_player_vo("vox_start", 5);
wait(3);
self notify ("warning_dialog");
//iprintlnbold("warning_given");
}
}
}
}
set_door_unusable()
{
self sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
self UseTriggerRequireLookAt();
}
/*------------------------------------
this keeps track of when booth doorrs to the 'magic box' room are purchased
and then sets a flag ( used for spawning )
------------------------------------*/
watch_magic_doors()
{
trigs = getentarray("magic_door","script_noteworthy");
array_thread (trigs,::magic_door_monitor);
used = 0;
while(1)
{
level waittill("magic_door_used");
used++;
if( used >1 )
{
break;
}
}
flag_Set("both_doors_opened");
}
/*------------------------------------
waits for someone to buy a door
leading into the magic box/control room
------------------------------------*/
magic_door_monitor()
{
self waittill("trigger");
level notify("magic_door_used");
}
/*------------------------------------
This opens the bottom 'divider' doors
once the electric swtich is activated
------------------------------------*/
open_bottom_doors(doors)
{
time = 1;
for(i=0;i<doors.size;i++)
{
doors[i] NotSolid();
time = 1;
if( IsDefined( doors[i].script_transition_time ) )
{
time = doors[i].script_transition_time;
}
doors[i] connectpaths();
if(isDefined(doors[i].script_vector))
{
doors[i] MoveTo( doors[i].origin + doors[i].script_vector, time, time * 0.25, time * 0.25 );
doors[i] playsound ("door_slide_open");
}
wait(randomfloat(.15));
}
}
/*------------------------------------
electrical current FX once the traps are activated on the north side
------------------------------------*/
electric_trap_wire_sparks(side)
{
self endon("elec_done");
while(1)
{
sparks = getstruct("trap_wire_sparks_"+ side,"targetname");
self.fx_org = spawn("script_model",sparks.origin);
self.fx_org setmodel("tag_origin");
self.fx_org.angles = sparks.angles;
playfxontag(level._effect["electric_current"],self.fx_org,"tag_origin");
targ = getstruct(sparks.target,"targetname");
while(isDefined(targ))
{
self.fx_org moveto(targ.origin,.15);
// Kevin adding playloop on electrical fx
self.fx_org playloopsound("elec_current_loop",.1);
self.fx_org waittill("movedone");
self.fx_org stoploopsound(.1);
if(isDefined(targ.target))
{
targ = getstruct(targ.target,"targetname");
}
else
{
targ = undefined;
}
}
playfxontag(level._effect["electric_short_oneshot"],self.fx_org,"tag_origin");
wait(randomintrange(3,9));
self.fx_org delete();
}
}
//electric current to open the middle door
electric_current_open_middle_door()
{
sparks = getstruct("electric_middle_door","targetname");
fx_org = spawn("script_model",sparks.origin);
fx_org setmodel("tag_origin");
fx_org.angles = sparks.angles;
playfxontag(level._effect["electric_current"], fx_org,"tag_origin");
targ = getstruct(sparks.target,"targetname");
while(isDefined(targ))
{
fx_org moveto(targ.origin,.075);
//Kevin adding playloop on electrical fx
if(isdefined(targ.script_noteworthy) && (targ.script_noteworthy == "junction_boxs" || targ.script_noteworthy == "electric_end"))
{
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
}
fx_org playloopsound("elec_current_loop",.1);
fx_org waittill("movedone");
fx_org stoploopsound(.1);
if(isDefined(targ.target))
{
targ = getstruct(targ.target,"targetname");
}
else
{
targ = undefined;
}
}
level notify ("electric_on_middle_door");
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
wait(randomintrange(3,9));
fx_org delete();
}
electric_current_revive_machine()
{
sparks = getstruct("revive_electric_wire","targetname");
fx_org = spawn("script_model",sparks.origin);
fx_org setmodel("tag_origin");
fx_org.angles = sparks.angles;
playfxontag(level._effect["electric_current"], fx_org,"tag_origin");
targ = getstruct(sparks.target,"targetname");
wait(0.2);
while(isDefined(targ))
{
fx_org moveto(targ.origin,.075);
//Kevin adding playloop on electrical fx
if(isdefined(targ.script_noteworthy) && targ.script_noteworthy == "junction_revive")
{
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
}
fx_org playloopsound("elec_current_loop",.1);
fx_org waittill("movedone");
fx_org stoploopsound(.1);
if(isDefined(targ.target))
{
targ = getstruct(targ.target,"targetname");
}
else
{
targ = undefined;
}
}
level notify("revive_on");
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
wait(randomintrange(3,9));
fx_org delete();
}
electric_current_reload_machine()
{
sparks = getstruct("electric_fast_reload","targetname");
fx_org = spawn("script_model",sparks.origin);
fx_org setmodel("tag_origin");
fx_org.angles = sparks.angles;
playfxontag(level._effect["electric_current"], fx_org,"tag_origin");
targ = getstruct(sparks.target,"targetname");
while(isDefined(targ))
{
fx_org moveto(targ.origin,.075);
//Kevin adding playloop on electrical fx
if(isdefined(targ.script_noteworthy) && targ.script_noteworthy == "reload_junction")
{
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
}
fx_org playloopsound("elec_current_loop",.1);
fx_org waittill("movedone");
fx_org stoploopsound(.1);
if(isDefined(targ.target))
{
targ = getstruct(targ.target,"targetname");
}
else
{
targ = undefined;
}
}
level notify ("sleight_on");
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
wait(randomintrange(3,9));
fx_org delete();
}
electric_current_doubletap_machine()
{
sparks = getstruct("electric_double_tap","targetname");
fx_org = spawn("script_model",sparks.origin);
fx_org setmodel("tag_origin");
fx_org.angles = sparks.angles;
playfxontag(level._effect["electric_current"], fx_org,"tag_origin");
targ = getstruct(sparks.target,"targetname");
while(isDefined(targ))
{
fx_org moveto(targ.origin,.075);
//Kevin adding playloop on electrical fx
if(isdefined(targ.script_noteworthy) && targ.script_noteworthy == "double_tap_junction")
{
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
}
fx_org playloopsound("elec_current_loop",.1);
fx_org waittill("movedone");
fx_org stoploopsound(.1);
if(isDefined(targ.target))
{
targ = getstruct(targ.target,"targetname");
}
else
{
targ = undefined;
}
}
level notify ("doubletap_on");
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
wait(randomintrange(3,9));
fx_org delete();
}
electric_current_juggernog_machine()
{
sparks = getstruct("electric_juggernog","targetname");
fx_org = spawn("script_model",sparks.origin);
fx_org setmodel("tag_origin");
fx_org.angles = sparks.angles;
playfxontag(level._effect["electric_current"], fx_org,"tag_origin");
targ = getstruct(sparks.target,"targetname");
while(isDefined(targ))
{
fx_org moveto(targ.origin,.075);
//Kevin adding playloop on electrical fx
fx_org playloopsound("elec_current_loop",.1);
fx_org waittill("movedone");
fx_org stoploopsound(.1);
if(isDefined(targ.target))
{
targ = getstruct(targ.target,"targetname");
}
else
{
targ = undefined;
}
}
level notify ("juggernog_on");
playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin");
wait(randomintrange(3,9));
fx_org delete();
}
north_zapper_light_red()
{
zapper_lights = getentarray("zapper_light_north","targetname");
for(i=0;i<zapper_lights.size;i++)
{
zapper_lights[i] setmodel("zombie_zapper_cagelight_red");
}
if(isDefined(level.north_light))
{
level.north_light delete();
}
level.north_light = spawn("script_model",(366, 480 ,324));
level.north_light setmodel("tag_origin");
level.north_light.angles = (0,270,0);
playfxontag(level._effect["zapper_light_notready"],level.north_light,"tag_origin");
}
north_zapper_light_green()
{
zapper_lights = getentarray("zapper_light_north","targetname");
for(i=0;i<zapper_lights.size;i++)
{
zapper_lights[i] setmodel("zombie_zapper_cagelight_green");
}
if(isDefined(level.north_light))
{
level.north_light delete();
}
level.north_light = spawn("script_model",(366, 480 ,324));
level.north_light setmodel("tag_origin");
level.north_light.angles = (0,270,0);
playfxontag(level._effect["zapper_light_ready"],level.north_light,"tag_origin");
}
south_zapper_light_red()
{
zapper_lights = getentarray("zapper_light_south","targetname");
for(i=0;i<zapper_lights.size;i++)
{
zapper_lights[i] setmodel("zombie_zapper_cagelight_red");
}
if(isDefined(level.north_light))
{
level.north_light delete();
}
level.north_light = spawn("script_model",(168, -407.5, 324));
level.north_light setmodel("tag_origin");
level.north_light.angles = (0,90,0);
playfxontag(level._effect["zapper_light_notready"],level.north_light,"tag_origin");
}
south_zapper_light_green()
{
zapper_lights = getentarray("zapper_light_south","targetname");
for(i=0;i<zapper_lights.size;i++)
{
zapper_lights[i] setmodel("zombie_zapper_cagelight_green");
}
if(isDefined(level.north_light))
{
level.north_light delete();
}
level.north_light = spawn("script_model",(168, -407.5, 324));
level.north_light setmodel("tag_origin");
level.north_light.angles = (0,270,0);
playfxontag(level._effect["zapper_light_ready"],level.north_light,"tag_origin");
}
electroctute_death_fx()
{
self endon( "death" );
if (isdefined(self.is_electrocuted) && self.is_electrocuted )
{
return;
}
self.is_electrocuted = true;
self thread electrocute_timeout();
// JamesS - this will darken the burning body
self StartTanning();
if(self.team == "axis")
{
level.bcOnFireTime = gettime();
level.bcOnFireOrg = self.origin;
}
PlayFxOnTag( level._effect["elec_torso"], self, "J_SpineLower" );
self playsound ("elec_jib_zombie");
wait 1;
tagArray = [];
tagArray[0] = "J_Elbow_LE";
tagArray[1] = "J_Elbow_RI";
tagArray[2] = "J_Knee_RI";
tagArray[3] = "J_Knee_LE";
tagArray = array_randomize( tagArray );
PlayFxOnTag( level._effect["elec_md"], self, tagArray[0] );
self playsound ("elec_jib_zombie");
wait 1;
self playsound ("elec_jib_zombie");
tagArray[0] = "J_Wrist_RI";
tagArray[1] = "J_Wrist_LE";
if( !IsDefined( self.a.gib_ref ) || self.a.gib_ref != "no_legs" )
{
tagArray[2] = "J_Ankle_RI";
tagArray[3] = "J_Ankle_LE";
}
tagArray = array_randomize( tagArray );
PlayFxOnTag( level._effect["elec_sm"], self, tagArray[0] );
PlayFxOnTag( level._effect["elec_sm"], self, tagArray[1] );
}
electrocute_timeout()
{
self endon ("death");
self playloopsound("fire_manager_0");
// about the length of the flame fx
wait 12;
self stoploopsound();
if (isdefined(self) && isalive(self))
{
self.is_electrocuted = false;
self notify ("stop_flame_damage");
}
}
play_the_numbers()
{
while(1)
{
wait(randomintrange(15,20));
playsoundatposition("the_numbers", (-608, -336, 304));
wait(randomintrange(15,20));
}
}
magic_box_limit_location_init()
{
level.open_chest_location = [];
level.open_chest_location[0] = undefined;
level.open_chest_location[1] = undefined;
level.open_chest_location[2] = undefined;
level.open_chest_location[3] = "opened_chest";
level.open_chest_location[4] = "start_chest";
level thread waitfor_flag_open_chest_location("magic_box_south");
level thread waitfor_flag_open_chest_location("south_access_1");
level thread waitfor_flag_open_chest_location("north_door1");
level thread waitfor_flag_open_chest_location("north_upstairs_blocker");
level thread waitfor_flag_open_chest_location("south_upstairs_blocker");
}
waitfor_flag_open_chest_location(which)
{
wait(3);
switch(which)
{
case "magic_box_south":
flag_wait("magic_box_south");
level.open_chest_location[0] = "magic_box_south";
break;
case "south_access_1":
flag_wait("south_access_1");
level.open_chest_location[0] = "magic_box_south";
level.open_chest_location[1] = "magic_box_bathroom";
break;
case "north_door1":
flag_wait("north_door1");
level.open_chest_location[2] = "magic_box_hallway";
break;
case "north_upstairs_blocker":
flag_wait("north_upstairs_blocker");
level.open_chest_location[2] = "magic_box_hallway";
break;
case "south_upstairs_blocker":
flag_wait("south_upstairs_blocker");
level.open_chest_location[1] = "magic_box_bathroom";
break;
default:
return;
}
}
magic_box_light()
{
open_light = getent("opened_chest_light", "script_noteworthy");
hallway_light = getent("magic_box_hallway_light", "script_noteworthy");
open_light_model = getent("opened_chest_model", "script_noteworthy");
hallway_light_model = getent("magic_box_hallway_model", "script_noteworthy");
while(true)
{
level waittill("magic_box_light_switch");
open_light setLightIntensity(0);
hallway_light setLightIntensity(0);
open_light_model setmodel("lights_tinhatlamp_off");
hallway_light_model setmodel("lights_tinhatlamp_off");
if(level.chests[level.chest_index].script_noteworthy == "opened_chest")
{
open_light setLightIntensity(1);
open_light_model setmodel("lights_tinhatlamp_on");
}
else if(level.chests[level.chest_index].script_noteworthy == "magic_box_hallway")
{
hallway_light setLightIntensity(1);
hallway_light_model setmodel("lights_tinhatlamp_on");
}
}
}
//water sheeting FX
// plays a water on the camera effect when you pass under a waterfall
watersheet_on_trigger( )
{
while( 1 )
{
self waittill( "trigger", who );
if( isDefined(who) && isplayer(who) && isAlive(who) )
{
if( !who maps\_laststand::player_is_in_laststand() )
{
who setwatersheeting(true, 3);
wait( 0.1 );
}
}
}
}
raw/maps/nazi_zombie_yourmapname_fx.gsc
#include maps\_utility;
#include common_scripts\utility;
main()
{
precache_createfx_fx();
scriptedFX();
footsteps();
}
footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "ice", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "snow", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
// --- Ambient_Effects ---//
precache_createfx_fx()
{
level._effect["ash_and_embers"] = loadfx ("env/fire/fx_ash_embers_light");
level._effect["smoke_window_out_small"] = loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["brush_smoke_smolder_sm"] = loadfx ("env/smoke/fx_smoke_brush_smolder_md");
level._effect["smoke_impact_smolder_w"] = loadfx ("env/smoke/fx_smoke_crater_w");
level._effect["fire_window"] = loadfx ("env/fire/fx_fire_win_nsmk_0x35y50z");
level._effect["fire_wall_100_150"] = loadfx ("env/fire/fx_fire_wall_smk_0x100y155z");
level._effect["water_heavy_leak"] = loadfx ("env/water/fx_water_drips_hvy");
level._effect["water_heavy_leak_long"] = loadfx ("env/water/fx_water_drips_hvy_long");
level._effect["wire_sparks"] = loadfx ("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue");
level._effect["fire_distant_150_600"] = loadfx ("env/fire/fx_fire_150x600_tall_distant");
level._effect["water_pipe_leak_md"] = loadfx ("env/water/fx_wtr_pipe_spill_md");
level._effect["water_pipe_leak_sm"] = loadfx ("env/water/fx_wtr_pipe_spill_sm");
level._effect["water_spill_fall"] = loadfx ("env/water/fx_wtr_spill_sm_thin");
level._effect["water_wake_md"] = loadfx ("env/water/fx_water_wake_flow_md");
level._effect["water_leak_runner"] = loadfx ("env/water/fx_water_leak_runner_100");
level._effect["water_wake_sm"] = loadfx ("env/water/fx_water_wake_flow_sm");
level._effect["water_wake_mist"] = loadfx ("env/water/fx_water_wake_flow_mist");
level._effect["water_splash_md"] = loadfx ("env/water/fx_water_splash_leak_md");
level._effect["debris_dust_motes"] = loadfx ("maps/ber2/fx_debris_dust_motes");
level._effect["fire_bookcase_wide"] = loadfx ("env/fire/fx_fire_bookshelf_wide");
level._effect["fire_column_creep_xsm"] = loadfx ("env/fire/fx_fire_column_creep_xsm");
level._effect["fire_column_creep_sm"] = loadfx ("env/fire/fx_fire_column_creep_sm");
level._effect["smoke_room_fill"] = loadfx ("maps/ber2/fx_smoke_fill_indoor");
level._effect["ash_and_embers_hall"] = loadfx ("maps/ber2/fx_debris_hall_ash_embers");
level._effect["fire_detail"] = loadfx ("env/fire/fx_fire_debris_xsmall");
level._effect["fire_ceiling_50_100"] = loadfx ("env/fire/fx_fire_ceiling_50x100");
level._effect["fire_ceiling_100_100"] = loadfx ("env/fire/fx_fire_ceiling_100x100");
level._effect["ash_and_embers_small"] = loadfx ("maps/ber2/fx_debris_fire_motes");
level._effect["god_rays_large"] = loadfx("env/light/fx_light_god_rays_large");
level._effect["god_rays_medium"] = loadfx("env/light/fx_light_god_rays_medium");
level._effect["god_rays_small"] = loadfx("env/light/fx_light_god_ray_sm_single");
level._effect["god_rays_small_short"] = loadfx("env/light/fx_light_god_ray_sm_shrt_single");
level._effect["god_rays_dust_motes"] = loadfx("env/light/fx_light_god_rays_dust_motes");
level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_600x600");
level._effect["falling_lf_elm"] = loadfx("env/foliage/fx_leaves_fall_elm");
level._effect["light_ceiling_dspot"] = loadfx ("env/light/fx_ray_ceiling_amber_dim_sm");
level._effect["dlight_fire_glow"] = loadfx ("env/light/fx_dlight_fire_glow");
level._effect["fire_static_small"] = loadfx ("env/fire/fx_static_fire_sm_ndlight");
level._effect["fire_static_blk_smk"] = loadfx ("env/fire/fx_static_fire_md_ndlight");
level._effect["fire_barrel_med"] = loadfx ("env/fire/fx_fire_barrel_med");
level._effect["glow_light"] = loadfx ("env/light/fx_glow_lampost_white_dim_static");
level._effect["glow_light2"] = loadfx ("env/light/fx_test");
level._effect["flashlight"] = loadfx ("misc/fx_flashlight_beam");
level._effect["barrel_fire"] = loadfx ("env/fire/fx_fire_barrel_small");
level._effect["electric_power_gen_on"] = loadfx("misc/fx_zombie_elec_gen_on");
level._effect["electric_power_gen_idle"] = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["ash_and_embers"] = loadfx("env/fire/fx_ash_embers_light");
level._effect["smoke_room_fill"] = loadfx("maps/ber2/fx_smoke_fill_indoor");
level._effect["smoke_window_out_small"] = loadfx("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["smoke_plume_xlg_slow_blk"] = loadfx("maps/ber2/fx_smk_plume_xlg_slow_blk_w");
level._effect["smoke_hallway_faint_dark"] = loadfx("env/smoke/fx_smoke_hallway_faint_dark");
level._effect["brush_smoke_smolder_sm"] = loadfx("env/smoke/fx_smoke_brush_smolder_md");
level._effect["smoke_fire_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_fire_column_short");
level._effect["smoke_impact_smolder_w"] = loadfx("env/smoke/fx_smoke_crater_w");
level._effect["smoke_column_tall"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall");
level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_zombie");
level._effect["fog_low_floor"] = loadfx("env/smoke/fx_fog_low_floor_sm");
level._effect["fog_low_thick"] = loadfx("env/smoke/fx_fog_low_thick_sm");
level._effect["wire_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_blue"] = loadfx("env/electrical/fx_elec_wire_spark_burst_blue");
level._effect["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail");
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");
}
scriptedFX()
{
level._effect["large_ceiling_dust"] = LoadFx("env/dirt/fx_dust_ceiling_impact_lg_mdbrown");
level._effect["poltergeist"] = LoadFx("misc/fx_zombie_couch_effect");
level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");
// rise fx
level._effect["rise_burst"] = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
level._effect["rise_billow"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing");
level._effect["rise_dust"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling");
//other stuff
level._effect["electric_current"] = loadfx("misc/fx_zombie_elec_trail");
level._effect["dog_eye_glow"] = loadfx("misc/fx_zombie_eye_dog");
level._effect["zapper_fx"] = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["dog_gib"] = loadfx("explosions/fx_flamethrower_char_explosion");
level._effect["zapper_wall"] = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["zapper_light_ready"] = loadfx("misc/fx_zombie_zapper_light_green");
level._effect["zapper_light_notready"] = loadfx("misc/fx_zombie_zapper_light_red");
level._effect["elec_room_on"] = loadfx("fx_zombie_light_elec_room_on");
//electrocute fx
level._effect["elec_md"] = loadfx("env/electrical/fx_elec_player_md");
level._effect["elec_sm"] = loadfx("env/electrical/fx_elec_player_sm");
level._effect["elec_torso"] = loadfx("env/electrical/fx_elec_player_torso");
level._effect["elec_trail_one_shot"] = loadfx("misc/fx_zombie_elec_trail_oneshot");
}
raw/maps/nazi_zombie_yourmapname_amb.gsc
//
// file: template_amb.csc
// description: clientside ambient script for template: setup ambient sounds, etc.
// scripter:
//
#include common_scripts\utility;
#include maps\_utility;
#include maps\_ambientpackage;
#include maps\_music;
#include maps\_busing;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
declareAmbientPackage( "zombies" );
addAmbientElement( "zombies", "amb_spooky_2d", 5, 8, 300, 2000 );
declareAmbientRoom( "zombies" );
//setAmbientRoomTone( "zombies", "bgt_base" );
setAmbientRoomReverb ("zombies","stoneroom", 1, 1);
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( 0, "zombies", 0 );
activateAmbientRoom( 0, "zombies", 0 );
declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
musicwaittilldone();
declareMusicState("WAVE_1");
musicAliasloop("mx_zombie_wave_1", 0, 4);
thread radio_init();
}
add_song(song)
{
if(!isdefined(level.radio_songs))
level.radio_songs = [];
level.radio_songs[level.radio_songs.size] = song;
}
fade(id, time)
{
rate = 0;
if(time != 0)
rate = 1.0 / time;
setSoundVolumeRate(id, rate);
setSoundVolume(id, 0.0);
while(SoundPlaying(id) && getSoundVolume(id) > .0001)
{
wait(.1);
}
stopSound(id);
}
radio_advance()
{
for(;;)
{
while(SoundPlaying(level.radio_id) || level.radio_index == 0)
{
wait(1);
}
level notify("kzmb_next_song");
wait(1);
}
}
radio_thread()
{
assert(isdefined(level.radio_id));
assert(isdefined(level.radio_songs));
assert(isdefined(level.radio_index));
assert(level.radio_songs.size > 0);
println("Starting radio at "+self.origin);
for(;;)
{
level waittill("kzmb_next_song");
println("client changing songs");
playsound(0, "static", self.origin);
if(SoundPlaying(level.radio_id))
{
fade(level.radio_id, 1);
}
else
{
wait(.5);
}
level.radio_id = playsound(0, level.radio_songs[level.radio_index], self.origin);
level.radio_index += 1;
if(level.radio_index >= level.radio_songs.size)
{
level.radio_index = 0;
}
wait(1);
}
}
radio_init()
{
level.radio_id = -1;
level.radio_index = 0;
add_song( "wtf" );
add_song( "dog_fire" );
add_song( "true_crime_4" );
add_song( "all_mixed_up" );
add_song( "dusk" );
add_song( "the_march" );
add_song( "drum_no_bass" );
add_song( "russian_theme" );
add_song( "sand" );
add_song( "stag_push" );
add_song( "pby_old" );
add_song( "wild_card" );
add_song( "" ); //silence must be last
// kzmb, for all the latest killer hits
radios = getentarray(0, "kzmb","targetname");
while (!isdefined(radios) || !radios.size)
{
wait(5); //make sure we wait around until targetname for this ent is sent over
radios = getentarray(0, "kzmb","targetname");
}
println("client found "+radios.size+" radios");
array_thread(radios, ::radio_thread );
array_thread(radios, ::radio_advance );
}
raw/maps/nazi_zombie_yourmapname_anim.gsc
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#using_animtree( "generic_human" );
main()
{
// Example Anim
// level.scr_anim["intro_officer"]["intro"] = %ch_makinraid_intro_officer_a;
}
raw/clientscripts/nazi_zombie_yourmapname.csc
#include clientscripts\_utility;
#include clientscripts\_music;
zombie_monitor(clientNum)
{
self endon("disconnect");
self endon("zombie_off");
while(1)
{
if(isdefined(self.zombifyFX))
{
playfx(clientNum, level._effect["zombie_grain"], self.origin);
}
realwait(0.1);
}
}
zombifyHandler(clientNum, newState, oldState)
{
player = getlocalplayers()[clientNum];
if(newState == "1")
{
if(!isdefined(player.zombifyFX)) // We're not already in zombie mode.
{
player.zombifyFX = 1;
player thread zombie_monitor(clientNum); // thread a monitor on it.
println("Zombie effect on");
}
}
else if(newState == "0")
{
if(isdefined(player.zombifyFX)) // We're already in zombie mode.
{
player.zombifyFX = undefined;
self notify("zombie_off"); // kill the monitor thread
println("Zombie effect off");
}
}
}
main()
{
// _load!
clientscripts\_load::main();
println("Registering zombify");
clientscripts\_utility::registerSystem("zombify", ::zombifyHandler);
clientscripts\nazi_zombie_yourmapname_fx::main();
// thread clientscripts\_fx::fx_init(0);
thread clientscripts\_audio::audio_init(0);
thread clientscripts\nazi_zombie_yourmapname_amb::main();
// This needs to be called after all systems have been registered.
thread waitforclient(0);
println("*** Client : zombie running...or is it chasing? Muhahahaha");
}
raw/clientscripts/nazi_zombie_yourmapname_fx.csc
#include clientscripts\_utility;
main()
{
clientscripts\createfx\nazi_zombie_yourmapname_fx::main();
clientscripts\_fx::reportNumEffects();
footsteps();
precache_createfx_fx();
disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) || disableFX <= 0 )
{
precache_scripted_fx();
}
}
precache_scripted_fx()
{
level._effect["zombie_grain"] = LoadFx( "misc/fx_zombie_grain_cloud" );
}
footsteps()
{
clientscripts\_utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "ice", LoadFx( "bio/player/fx_footstep_snow" ) );
clientscripts\_utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
clientscripts\_utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "snow", LoadFx( "bio/player/fx_footstep_snow" ) );
clientscripts\_utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
clientscripts\_utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
// --- Ambient_Effects ---//
precache_createfx_fx()
{
level._effect["ash_and_embers"] = loadfx ("env/fire/fx_ash_embers_light");
level._effect["smoke_window_out_small"] = loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["brush_smoke_smolder_sm"] = loadfx ("env/smoke/fx_smoke_brush_smolder_md");
level._effect["smoke_impact_smolder_w"] = loadfx ("env/smoke/fx_smoke_crater_w");
level._effect["fire_window"] = loadfx ("env/fire/fx_fire_win_nsmk_0x35y50z");
level._effect["fire_wall_100_150"] = loadfx ("env/fire/fx_fire_wall_smk_0x100y155z");
level._effect["water_heavy_leak"] = loadfx ("env/water/fx_water_drips_hvy");
level._effect["water_heavy_leak_long"] = loadfx ("env/water/fx_water_drips_hvy_long");
level._effect["wire_sparks"] = loadfx ("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue");
level._effect["fire_distant_150_600"] = loadfx ("env/fire/fx_fire_150x600_tall_distant");
level._effect["water_pipe_leak_md"] = loadfx ("env/water/fx_wtr_pipe_spill_md");
level._effect["water_pipe_leak_sm"] = loadfx ("env/water/fx_wtr_pipe_spill_sm");
level._effect["water_spill_fall"] = loadfx ("env/water/fx_wtr_spill_sm_thin");
level._effect["water_wake_md"] = loadfx ("env/water/fx_water_wake_flow_md");
level._effect["water_leak_runner"] = loadfx ("env/water/fx_water_leak_runner_100");
level._effect["water_wake_sm"] = loadfx ("env/water/fx_water_wake_flow_sm");
level._effect["water_wake_mist"] = loadfx ("env/water/fx_water_wake_flow_mist");
level._effect["water_splash_md"] = loadfx ("env/water/fx_water_splash_leak_md");
level._effect["debris_dust_motes"] = loadfx ("maps/ber2/fx_debris_dust_motes");
level._effect["fire_bookcase_wide"] = loadfx ("env/fire/fx_fire_bookshelf_wide");
level._effect["fire_column_creep_xsm"] = loadfx ("env/fire/fx_fire_column_creep_xsm");
level._effect["fire_column_creep_sm"] = loadfx ("env/fire/fx_fire_column_creep_sm");
level._effect["smoke_room_fill"] = loadfx ("maps/ber2/fx_smoke_fill_indoor");
level._effect["ash_and_embers_hall"] = loadfx ("maps/ber2/fx_debris_hall_ash_embers");
level._effect["fire_detail"] = loadfx ("env/fire/fx_fire_debris_xsmall");
level._effect["fire_ceiling_50_100"] = loadfx ("env/fire/fx_fire_ceiling_50x100");
level._effect["fire_ceiling_100_100"] = loadfx ("env/fire/fx_fire_ceiling_100x100");
level._effect["ash_and_embers_small"] = loadfx ("maps/ber2/fx_debris_fire_motes");
level._effect["god_rays_large"] = loadfx("env/light/fx_light_god_rays_large");
level._effect["god_rays_medium"] = loadfx("env/light/fx_light_god_rays_medium");
level._effect["god_rays_small"] = loadfx("env/light/fx_light_god_ray_sm_single");
level._effect["god_rays_small_short"] = loadfx("env/light/fx_light_god_ray_sm_shrt_single");
level._effect["god_rays_dust_motes"] = loadfx("env/light/fx_light_god_rays_dust_motes");
level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_600x600");
level._effect["falling_lf_elm"] = loadfx("env/foliage/fx_leaves_fall_elm");
level._effect["light_ceiling_dspot"] = loadfx ("env/light/fx_ray_ceiling_amber_dim_sm");
level._effect["dlight_fire_glow"] = loadfx ("env/light/fx_dlight_fire_glow");
level._effect["fire_static_small"] = loadfx ("env/fire/fx_static_fire_sm_ndlight");
level._effect["fire_static_blk_smk"] = loadfx ("env/fire/fx_static_fire_md_ndlight");
level._effect["fire_barrel_med"] = loadfx ("env/fire/fx_fire_barrel_med");
level._effect["glow_light"] = loadfx ("env/light/fx_glow_lampost_white_dim_static");
level._effect["glow_light2"] = loadfx ("env/light/fx_test");
level._effect["flashlight"] = loadfx ("misc/fx_flashlight_beam");
level._effect["barrel_fire"] = loadfx ("env/fire/fx_fire_barrel_small");
level._effect["electric_power_gen_on"] = loadfx("misc/fx_zombie_elec_gen_on");
level._effect["electric_power_gen_idle"] = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["ash_and_embers"] = loadfx("env/fire/fx_ash_embers_light");
level._effect["smoke_room_fill"] = loadfx("maps/ber2/fx_smoke_fill_indoor");
level._effect["smoke_window_out_small"] = loadfx("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["smoke_plume_xlg_slow_blk"] = loadfx("maps/ber2/fx_smk_plume_xlg_slow_blk_w");
level._effect["smoke_hallway_faint_dark"] = loadfx("env/smoke/fx_smoke_hallway_faint_dark");
level._effect["brush_smoke_smolder_sm"] = loadfx("env/smoke/fx_smoke_brush_smolder_md");
level._effect["smoke_fire_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_fire_column_short");
level._effect["smoke_impact_smolder_w"] = loadfx("env/smoke/fx_smoke_crater_w");
level._effect["smoke_column_tall"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall");
level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_zombie");
level._effect["fog_low_floor"] = loadfx("env/smoke/fx_fog_low_floor_sm");
level._effect["fog_low_thick"] = loadfx("env/smoke/fx_fog_low_thick_sm");
level._effect["wire_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_blue"] = loadfx("env/electrical/fx_elec_wire_spark_burst_blue");
level._effect["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail");
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");
}
raw/clientscripts/nazi_zombie_yourmapname_amb.csc
#include clientscripts\_utility;
#include clientscripts\_ambientpackage;
#include clientscripts\_music;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
declareAmbientPackage( "zombies" );
addAmbientElement( "zombies", "amb_spooky_2d", 5, 8, 300, 2000 );
declareAmbientRoom( "zombies" );
//setAmbientRoomTone( "zombies", "bgt_base" );
setAmbientRoomReverb ("zombies","stoneroom", 1, 1);
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( 0, "zombies", 0 );
activateAmbientRoom( 0, "zombies", 0 );
declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
musicwaittilldone();
declareMusicState("WAVE_1");
musicAliasloop("mx_zombie_wave_1", 0, 4);
thread radio_init();
}
add_song(song)
{
if(!isdefined(level.radio_songs))
level.radio_songs = [];
level.radio_songs[level.radio_songs.size] = song;
}
fade(id, time)
{
rate = 0;
if(time != 0)
rate = 1.0 / time;
setSoundVolumeRate(id, rate);
setSoundVolume(id, 0.0);
while(SoundPlaying(id) && getSoundVolume(id) > .0001)
{
wait(.1);
}
stopSound(id);
}
radio_advance()
{
for(;;)
{
while(SoundPlaying(level.radio_id) || level.radio_index == 0)
{
wait(1);
}
level notify("kzmb_next_song");
wait(1);
}
}
radio_thread()
{
assert(isdefined(level.radio_id));
assert(isdefined(level.radio_songs));
assert(isdefined(level.radio_index));
assert(level.radio_songs.size > 0);
println("Starting radio at "+self.origin);
for(;;)
{
level waittill("kzmb_next_song");
println("client changing songs");
playsound(0, "static", self.origin);
if(SoundPlaying(level.radio_id))
{
fade(level.radio_id, 1);
}
else
{
wait(.5);
}
level.radio_id = playsound(0, level.radio_songs[level.radio_index], self.origin);
level.radio_index += 1;
if(level.radio_index >= level.radio_songs.size)
{
level.radio_index = 0;
}
wait(1);
}
}
radio_init()
{
level.radio_id = -1;
level.radio_index = 0;
add_song( "wtf" );
add_song( "dog_fire" );
add_song( "true_crime_4" );
add_song( "all_mixed_up" );
add_song( "dusk" );
add_song( "the_march" );
add_song( "drum_no_bass" );
add_song( "russian_theme" );
add_song( "sand" );
add_song( "stag_push" );
add_song( "pby_old" );
add_song( "wild_card" );
add_song( "" ); //silence must be last
// kzmb, for all the latest killer hits
radios = getentarray(0, "kzmb","targetname");
while (!isdefined(radios) || !radios.size)
{
wait(5); //make sure we wait around until targetname for this ent is sent over
radios = getentarray(0, "kzmb","targetname");
}
println("client found "+radios.size+" radios");
array_thread(radios, ::radio_thread );
array_thread(radios, ::radio_advance );
}
raw/clientscripts/createfx/nazi_zombie_yourmapname_fx.csc
The following is an example using fx we have already loaded using the yourmapname_fx.gsc and yourmapname_fx.csc files, "fog_thick". The origin is where the fx will play, find an area in your level where you want an fx and place a script_origin, deselct then reselect it, press "N" copy the origin and change the below origins x,y,z to match yours.
//_createfx generated. Do not touch!!
main()
{
ent = clientscripts\_fx::createOneshotEffect( "fog_thick" );
ent.v[ "origin" ] = ( -571.381, -1636.91, 82.8831 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fog_thick";
ent.v[ "delay" ] = -15;
}
Zombie Scripts for paired spawning:
Use the same as the above, but use this script in raw/maps/nazi_zombie_yourmapname.gsc instead:
raw/maps/nazi_zombie_yourmapname.gsc
(testing this)
[edit] Zombie Spawners
Radiant The actor in radiant:
(actor/axis/zombie_ger_ber_sshonor)
Key Values: (never include anything in brackets in the entity dialogue)
classname actor_axis_zombie_ger_ber_sshonor model char_ger_wemcht_fullbody1
Making him a Zombie spawner:
add key values of:
script_forcespawn 1 targetname zombie_spawner_init (so he spawns when the level starts) count 9999 (number of times he can spawn) script_noteworthy zombie_spawner spawnflags 3 (this ticks spawner and forcespawn for us)
Spawners are always placed out of the players line of sight (to increase realism) and are always placed above the ground by a few units.
Risers
To have this spawner rise out of the ground give him an extra kvp:
script_string riser
And add a script_struct at ground level so 50% of the struct is below the ground and 50% above it, best use these on FLAT ground.
targetname zombie_rise
[edit] End Cameras
This is the camera(intermission) style view you get when all players die. The camera can be static or can move from one position to the next. There can be many cameras, the game cycles through them randomly.
Radiant
1 script_struct with kvps:
targetname intermission speed 10 (speed can be anything you want)
Target this first struct to a second one (no need to add more kvps to the 2nd) The camera will now travel from the 1st to the 2nd.
[edit] Zombie Radio
The prefab "zmb" from codwaw/map_source/_prefabs/ still works in Asylum gametype but you must go into your levels soundalias and uncomment (remove the "#") from the beginning of each sound line;
So this:
# Radio,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, #static,SFX\Levels\sniper\sparks_##,,,0.8,1,500,5000,,,,,explosion,,curve3,,10000,,curve2,0.9,1.05,,3d,,,,,,,,,,,,0.5,,,,,,,,,,,50,95,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, #wtf,SFX\Levels\zombie\radio\mx_wtf.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85
Would become;
# Radio,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, static,SFX\Levels\sniper\sparks_##,,,0.8,1,500,5000,,,,,explosion,,curve3,,10000,,curve2,0.9,1.05,,3d,,,,,,,,,,,,0.5,,,,,,,,,,,50,95,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, wtf,SFX\Levels\zombie\radio\mx_wtf.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85
This works in SP ONLY. In Co-op mode only player one would be able to hear the sounds, Treyarch removed the radio by commenting out the lines for the Asylum map, this is probably because of the use of the Easter Egg song in Asylum or because it was causing errors.
I left the radio in for Carentan which uses the Asylum scripts and have run into no problems so far, it does give an extra atmosphere to SP players which is worth it.
You will also need to edit the clientside ambient script "nazi_zombie_yourmapname_amb.csc" to call the thread:
thread radio_init();
Add that line to the main function and your done.
[edit] Zombie Blockers
Blockers are buyable obstructions in a level that move to one side in order to allow a player to move through the level/into the next room.
A blocker can be a script_brushmodel or a script_model.
Example
A buyable door would consist of:
A door made of a brush with KVPs:
classname script_brushmodel targetname door1 script_linkto 15
To make the door move out of the way you need to define a location for it to move to using a script_struct:
classname script_struct script_linkname 15
If this script_struct is rotated then the door will rotate as it moves, this could trap players so testing is a must.
A condition needs to be defined in order to trigger the blocker, for this a trigger_use is place in front of the door, if a player can access to door from both sides then there has to be two triggers with the same setup:
classname trigger_use targetname zombie_debris target door1 script_flag zombie_cost 1000
Zombie_cost is how many points the player must spend to buy this blocker and trigger the door to move, it can be set to one of these default values:
100 200 250 500 750 1000 1250 1500 1750 2000
To have this blocker spawn a zombie when bought:
Add these KVPs to the script_brushmodel or script_model that make up your buyable door/blocker:
target zombie_spawner_doorspawn
Then make a spawner:
script_noteworthy zombie_spawner count 9999 script_forcespawn 1 targetname zombie_spawner_doorspawn spawnflags 3
This will draw a line from the buyable door to the zombie spawner, and that zombie can only spawn once the blocker has been bought by a player.
[edit] Zombie barricades
Barricades are normally boarded up windows or entry ways that zombies break down and then climb through in order to gain entry to the playable space. Players can repair these barricades in order to earn points and help to slow down the zombie horde.
Barricades are made up of 4 pieces.
Script_structs
Place 1 script_struct at a position above the ground and not touching anything where the zombies will approach from:
classname script_struct targetname exterior_goal
Now place a second script_struct where you want your barricade to actually be and join the 1st one to this one. (deselect all "esc" and select the first one THEN select the second one and press "W")
Now edit the kvps on this second script_struct to include a radius:
height 64 radius 36 classname script_struct
This creates a radius which allows for when a player is touching it to see the "press f to build barrier" and for the zombies to know where to break down a barrier.
You can increase the radius if your having problems with zombies not knowing where the barricade is or the player not seeing the hint.
Barricade Pieces
Now make the pieces (bricks/wooden planks, whatever you want) that the zombies have to break through and make your creation a script_brushmodel (script_models work too!), you can have as few or as many pieces as you want, but bear in mind that how long the zombie takes to knock down a barrier will have a direct affect on gameplay, Treyach have used around 6 pieces per barricade.
You can now select your 1ST script struct and connect it the individual pieces of the barricade one by one.
All barricade pieces must have key:
"script_noteworthy"
value:
"window_south_1"
AI CLIP
Use a clip_ai (from textures>tools a red texture with "MON" on it) brush to cover your entrance way so that AI do not simply walk through the barrier. make it a script_brushmodel, and press N and make it a "Dynamic path". Connect the 1st script_struct to this clip brush.
[edit] Zombie Traverse And Navigation
Zombies move around the environment much like regular AI through the use of pathnodes.
node>pathnode
Pathnodes should never touch other nodes and should be placed 128 units apart maximum.
Place path nodes at 128 unit intervals (keeps the bsp size down) throughout the playable area of your level and create paths from the non_playable area which lead to barricades for the zombies to break though.
The wall_hop traverse works for zombies to allow them to climb over small (32 units high) obstacles. (misc/_prefab/traverse/wall_hop_zombie.map)
[edit] Vision Files and Fog
[edit] Moon and Sun Flare
[edit] Worldspawn and Skybox
World at War: Worldspawn and Skyboxes
[edit] Sound and the Soundalias
To include the zombie related sound in your map simply copy the below soundalias and create a new text file in codwaw/raw/soundaliases called nazi_zombie_yourmapname.csv.
Paste the soundalias into that new file.
name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig # Footsteps,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Music,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, MX_intro_stg,Stream/Music/Mission/Ber2/mx_intro_stg.wav,,,1,1,,,,,,,music,,,,,,,,,,2d,streamed,,,,,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,, mx_zombie_wave_1,Stream\Music\Mission\zombie\mx_wave_1.wav,,,0.2,0.2,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,,,,,,,,,,,,,0,,,,,,100,100,0.25,1,, mx_game_over,Stream\Music\Mission\zombie\mx_game_over2.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,,,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,, #bg_zombie_madness,Stream\Level\zombie\bgs\bg_zombie_madness.wav,,,0,0,,,1,reject,,,music,,,,,,,,,,2d,streamed,,,,,,,,,,wpn_all,,,,,,0,,,,,,100,100,0.25,1,, mx_dog_wave,Stream\Music\Mission\zombie\mx_dog_wave_b.wav,,,0.3,0.3,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,,,,,,7000,music_all,,,,,,0,,,,,,100,100,0.25,1,, mx_eggs,Stream\Music\Mission\zombie\mx_lullaby.wav,,,0.42,0.42,,,,,,,full_vol,,,0,,,,,,,2d,streamed,,,,,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,, mx_splash_screen,Stream\Music\Mission\zombie\mx_splash_screen.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,, mx_revive_jingle,SFX\Levels\zombie\perksacola\jingle\revive_jingle.wav,,,1,1,50,500,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,, mx_jugger_jingle,SFX\Levels\zombie\perksacola\jingle\jugga_jingle.wav,,,1,1,50,500,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1 mx_doubletap_jingle,SFX\Levels\zombie\perksacola\jingle\doubletap_jingle.wav,,,1,1,50,500,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1 mx_speed_jingle,SFX\Levels\zombie\perksacola\jingle\speed_jingle.wav,,,1,1,50,500,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1 mx_revive_sting,SFX\Levels\zombie\perksacola\jingle\revive_sting.wav,,,1,1,50,800,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.15,,,,,,90,90,0.25,1 mx_jugger_sting,SFX\Levels\zombie\perksacola\jingle\jugga_sting.wav,,,1,1,50,800,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.15,,,,,,90,90,0.25,1 mx_doubletap_sting,SFX\Levels\zombie\perksacola\jingle\double_sting.wav,,,1,1,50,800,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.15,,,,,,90,90,0.25,1 mx_speed_sting,SFX\Levels\zombie\perksacola\jingle\speed_sting.wav,,,1,1,50,800,,,,,full_vol,,,0.8,1800,,curve0,1,1,,3d,,,,,,,,,,,,,,100,200,0.5,0.15,,,,,,90,90,0.25,1 # ZOMBIES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_zombies_left,SFX\Levels\zombie\maps\asylum\outside\lines\wind_left.wav,,,0.75,0.75,150,1000,2,priority,,,full_vol,,,,1250,,curve1,1,1,,3d,streamed,,looping,0.8,,,,,,,,,,,,,0.3,,,,,,35,55,0.25,1 amb_zombies_right,SFX\Levels\zombie\maps\asylum\outside\lines\wind_right.wav,,,0.75,0.75,150,1000,2,priority,,,full_vol,,,,1250,,curve1,1,1,,3d,streamed,,looping,0.8,,,,,,,,,,,,,0.3,,,,,,35,55,0.25,1 amb_spooky_2d,SFX\Levels\zombie\proto\amb_spooky_2d_##,,,0.25,0.35,,,8,reject,,,full_vol,,,,,,,0.94,1.04,,2d,,,,,,,,,,,music,,,,,,0,,,,,,100,100,0.25,1 amb_spooky,SFX\Levels\zombie\proto\amb_spooky_##,,,0.5,0.85,150,1500,8,reject,,,full_vol,,,,3300,,curve2,0.85,1.2,,3d,,0.8,,,,,,,,,,,,,,,0.1,,,,,,100,100,0.25,1 amb_wind_gust,SFX/Amb/Wind/leaves_##,,,0.5,0.75,150,1000,8,reject,,,full_vol,,,,1250,,curve2,0.85,1.2,,3d,,0.6,,,,,,,,,,,,,,,0.1,,,,,,100,100,0.25,1 fire_manager_0,SFX/Destruction/fires/dynamic/dyn_fire_00.wav,,,1,1,50,500,,,,,ambience,,,,850,,curve2,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,25,80,0.25,1 fire_manager_1,SFX/Destruction/fires/dynamic/dyn_fire_01.wav,,,1,1,50,500,,,,,ambience,,,,850,,curve2,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,25,80,0.25,1 fire_manager_2,SFX/Destruction/fires/dynamic/dyn_fire_02.wav,,,1,1,50,500,,,,,ambience,,,,850,,curve2,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,25,80,0.25,1 fire_manager_3,SFX/Destruction/fires/dynamic/dyn_fire_03.wav,,,1,1,50,500,,,,,ambience,,,,850,,curve2,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,25,80,0.25,1 # Dogs,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, #dog_round_start,SFX\Levels\zombie\dog_round\dog_round_start,,1,1,1,50,1500,1,reject,1,reject,full_vol,,curve2,,,,,1,1,,2d,,,,master,,,,,,,music_all,,,,,,0.5,,,,,,10,25,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Bump Triggers,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, cage_rattle,SFX\Levels\zombie\bump\cage_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 perks_rattle,SFX\Levels\zombie\bump\vend_##,,,1,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 pots_rattle,SFX\Levels\zombie\bump\pots_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 shelf_rattle,SFX\Levels\zombie\bump\shelf_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 filecabinate_rattle,SFX\Levels\zombie\bump\file_cab_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 desk_rattle,SFX\Levels\zombie\bump\desk_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 bump_spooky,SFX\Levels\zombie\maps\asylum\morgue\vox_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 stretcher_rattle,SFX\Levels\zombie\bump\stretcher_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 cupboard_rattle,SFX\Levels\zombie\bump\cupboard_##,,,0.75,1,100,800,2,priority,1,reject,full_vol,,curve3,0.8,,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.1,,,,,,10,25,0.25,1 # Announcer,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ann_vox_laugh_l,SFX\Levels\zombie\new_zombie_vox\laugh\vox_laugh_left.wav,,,1,1,350,2250,8,reject,1,reject,voice,,curve3,,,,,1,1,,3d,,,,master,,,,ann_vox_laugh_r,,800,,,,,,,0,,,,left_player,8,100,100,0.25,1 ann_vox_laugh_r,SFX\Levels\zombie\new_zombie_vox\laugh\vox_laugh_right.wav,,,1,1,350,2250,8,reject,1,reject,voice,,curve3,,,,,1,1,,3d,,,,master,,,,,,1000,,,,,,,0,,,,right_player,8,100,100,0.25,1 #ZOMBIE SFX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_vocals,SFX\Levels\zombie\new_zombie_vox\ambient_##,,,0.5,0.7,50,2500,4,priority,1,reject,voice,,curve3,0.8,3500,,curve1,1,1.1,,3d,,,,0.7,,,,,,,,,,,,,0.5,,,,,,10,25,0.25,1 board_vocals,SFX\Levels\zombie\new_zombie_vox\attack_##,,,0.5,0.6,150,1000,3,priority,1,reject,voice,,curve3,0.8,3500,,curve1,1,1.1,,3d,,,,0.7,,,,,,,,,,,,,0.5,,,,,,10,25,0.25,1 attack_vocals,SFX\Levels\zombie\new_zombie_vox\attack_##,,,1,1,200,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1 #attack_vocals_close,SFX\Levels\zombie\new_zombie_vox\attack_##,,,1,1,50,150,4,priority,1,reject,voice,,,0.8,2500,,curve1,1,1.1,,3d,,,,0.7,,,,,,,,,,,,,0.1,,,no,,,70,90,0.25,1 sprint_vocals,SFX\Levels\zombie\new_zombie_vox\n\sprint_##,,,0.7,0.8,150,1500,4,priority,1,reject,voice,,,0.8,1250,,curve1,1,1.1,,3d,,,,0.7,,,,,,,,,,,,,0.15,,,,,,60,70,0.25,1 behind_vocals,SFX\Levels\zombie\new_zombie_vox\behind_##,,,1,1,150,450,2,reject,1,reject,voice,,,1,500,,curve1,1,1.1,,3d,,,,,,,,,,,,,,,,,0.25,,,no,,,70,90,0.25,1 elec_vocals,SFX\Levels\zombie\new_zombie_vox\elec_##,,,1,1,250,1000,3,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1 taunt_vocals,SFX\Levels\zombie\new_zombie_vox\taunt_##,,,0.85,1,250,1000,3,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,0.7,,,,,,,,,,,,,0.15,,,no,,,50,60,0.25,1 zombie_fall,SFX\Levels\zombie\zombie_fall_##,,,0.75,1,50,500,2,priority,1,reject,voice,,,0.8,750,,curve2,1,1.1,,3d,,,,,,,,,,,,,,,,,0.5,,,,,,20,35,0.25,1 death_vocals,SFX\Levels\zombie\new_zombie_vox\death_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1 crawl_vocals,SFX\Levels\zombie\new_zombie_vox\crawl_##,,,1,1,75,500,,,1,reject,voice,,,0.8,1500,,curve2,0.8,1.2,,3d,,0.7,,0.7,,,,,,,,,,,,,0.5,,,,,,60,70,0.25,1 crawl_vocals_slow,SFX\Levels\zombie\new_zombie_vox\crawl_##,,,1,1,75,500,,,1,reject,voice,,,0.8,1500,,curve2,0.8,1.2,,3d,,,,0.7,,,,,,,,,,,,,0.5,,,,,,60,70,0.25,1 crawl_hands,SFX\Levels\zombie\zombie_crawl\crawl_##,,,1,1,75,550,5,oldest,,,voice,,,0.8,700,,curve2,0.94,1.2,,3d,,,,0.7,,,,,,,,,,,,,0.5,,,,,,60,70,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, attack_whoosh,SFX\Levels\zombie\whoosh_##,,,0.8,1,250,500,2,reject,,,full_vol,,,,500,,curve2,0.85,1.2,,3d,,,,0.7,,,,,,,,,,75,355,0.9,0.5,,,,,,40,60,0.25,1 step_zombie,SFX\Levels\zombie\steps_##,,,0.35,0.55,100,800,2,priority,,,full_vol,,,,2000,,curve2,0.85,1.2,,3d,,,,0.7,,,,,,,,,,,,,0.5,,,,,,10,20,0.25,1 step_sweetner,null.wav,,,0.2,0.35,50,300,2,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,0.7,,,,,,,,,,,,,0.5,,,,,,20,50,0.25,1 remove_boards,SFX\Levels\zombie\windows_##,,,0.75,0.75,500,3800,8,reject,,,full_vol,,,,4800,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.5,,,,,,90,100,0.25,1 break_boards,SFX\Levels\zombie\wood_snap_##,,,1,1,1000,5000,8,reject,,,full_vol,,,,4000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.05,,,,,,90,100,0.25,1 repair_boards,SFX\Levels\zombie\wood_repair_##,,,1,1,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,0.5,,,,,,80,90,0.25,1 cha_ching,SFX\Levels\zombie\buy_generic\buy_generic.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,0.5,,,,,,100,100,0.25,1 no_cha_ching,SFX\Levels\zombie\buy_generic\no_cha_ching.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,0.5,,,,,,100,100,0.25,1 bomb_falloff,SFX/Destruction/Explosion_Falloff_##,,,1,1,,,8,reject,,,full_vol,,,,,,,0.94,1.04,,2d,,,,,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1 break_stone,SFX\Levels\zombie\stone\stone_break_##,,,1,1,500,5000,8,reject,,,full_vol,,,,4000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.05,,,,,,90,100,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, door_deny,SFX\Levels\zombie\maps\asylum\door\deny_##,,,1,1,50,800,8,reject,,,full_vol,,,,1000,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,,,,0.05,,,,,,90,100,0.25,1 #OTHER SFX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, boards_float,SFX\Levels\zombie\boards_float\boards_float.wav,,,0.2,0.2,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,wpn_all,,,,,,,,,,,,40,60,0.25,1,, board_slam,SFX\Levels\zombie\board_slam_##,,,1,1,250,2500,,,,,full_vol,,,,4000,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,,,,,,,,,,40,60,0.25,1,, couch_slam,SFX\Levels\zombie\couch_slam_##,,,1,1,1000,4000,,,,,full_vol,,,,4000,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,,,,,,,,,,40,60,0.25,1,,yes lightning_l,SFX\Levels\zombie\couch_move\couch_move_left.wav,,,1,1,300,1850,,,,,full_vol,,,,2250,,curve2,0.9,1.1,,3d,,,,,,,,lightning_r,,,,,,250,500,0.8,,,,,left_player,6,40,60,0.25,1,,yes lightning_r,SFX\Levels\zombie\couch_move\couch_move_right.wav,,,1,1,300,1850,,,,,full_vol,,,,2250,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,250,500,0.8,,,,,right_player,6,40,60,0.25,1,,yes chalk,SFX\Levels\zombie\chalk\round_over.wav,,,0.7,0.7,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,, round_over,SFX\Levels\zombie\chalk\chalk_v2.wav,,,0.7,0.7,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,, weap_wall,SFX\Levels\zombie\weap_wall\weap_wall.wav,,,1,1,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,wpn_all,,,,,,,,,,,,40,60,0.25,1,, music_box,SFX\Levels\zombie\music_box\music_box.wav,,,1,1,500,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,master,,,,,,,,,,,,,,,,,,,40,60,0.25,1,, box_move,SFX\Levels\zombie\music_box\box_move\disappear.wav,,,1,1,500,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,40,60,0.25,1,, box_poof,SFX\Levels\zombie\music_box\box_move\poof.wav,,,1,1,500,4000,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,40,60,0.25,1,, whoosh,SFX\Levels\zombie\music_box\box_move\whoosh.wav,,,1,1,500,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,2450,,,,,,,,,,,,,40,60,0.25,1,, laugh_child,SFX\Levels\zombie\music_box\box_move\laugh_child.wav,,,0.75,0.75,500,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,40,60,0.25,1,, lid_open,SFX\Levels\zombie\music_box\lid_open.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,20,30,0.25,1,, lid_close,SFX\Levels\zombie\music_box\lid_close.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,20,30,0.25,1,, door_slide_open,SFX\Levels\zombie\maps\asylum\door\open\open.wav,,,1,1,250,3500,3,priority,,,full_vol,,,,4000,,curve2,0.9,1.15,pitch,3d,,,,,,,,door_buzzer,,200,wpn_all,,,,,,,,,,,,70,80,0.25,1,, door_buzzer,SFX\Levels\zombie\maps\asylum\door\open\buzzer.wav,,,0.75,0.75,400,2500,3,priority,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,0.15,,,,,,70,80,0.25,1,, electrical_surge,SFX\Levels\zombie\maps\asylum\switch\surge_##,,,0.9,1,50,350,4,priority,,,full_vol,,curve2,,450,,curve2,0.85,1.5,pitch,3d,,,,,,,,,,,,,,50,150,0.4,0.5,,no,,,,5,10,0.1,1,, light,SFX\Amb\lightbulbs\light_humming_00.wav,,,0.9,1,50,350,,,1,reject,full_vol,,curve2,,450,,curve2,0.85,1.05,pitch,3d,,,looping,,,,,,,,,,,50,150,0.4,0.25,,no,no,,,5,10,0.1,1,, #arc_loop_light,SFX\Levels\zombie\maps\asylum\switch\arc_loop\arc_loop.wav,,,0.9,1,50,550,,,1,reject,full_vol,,curve2,1,800,,curve2,1,1,,3d,,,looping,,,,,,,,,,,50,150,0.4,0.25,,no,,,,5,10,0.1,1,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, fire_med,SFX/Destruction/fires/bldg_fire/med_##,,,1,1,50,500,4,priority,,,ambience,,curve2,,,,,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,5,10,0.15,0.85,, fire_large,SFX\Levels\ber3b\fire\wall_fire.wav,,,1,1,50,800,4,priority,,,ambience,,curve2,,,,,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,5,10,0.15,0.85,, fire_large_far,SFX\Levels\ber3b\fire\wall_fire.wav,,,1,1,50,1500,,,,,ambience,,curve2,,,,,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,5,10,0.15,0.85,, couch_loop,SFX\Levels\zombie\couch_loop\whisper_00.wav,,,1,1,100,550,,,,,ambience,,curve3,,800,,curve2,0.9,1.05,,3d,,,looping,,,,,,,,,,,,,,0,,,no,,,50,95,0.25,1,,yes ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, zombie_spawn,SFX\Levels\zombie\maps\asylum\dirt_spawn_##,,,1,1,250,2000,3,priority,,,full_vol,,curve4,,2250,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,40,60,0.25,1,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_behind_door,SFX\Levels\zombie\maps\asylum\door\bang_##,,,0.4,0.55,150,750,2,reject,,,full_vol,,,,3300,,curve2,0.85,1.2,,3d,,0.8,,,,,,amb_behind_door_vox,,,,,,,,,0.25,,,,,,100,100,0.25,1,, amb_behind_door_vox,SFX\Levels\zombie\maps\asylum\door\door_vox_##,,,0.5,0.85,150,1000,8,reject,,,full_vol,,,,3300,,curve2,0.85,1.2,,3d,,0.5,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1,, amb_pa_system,SFX\Levels\zombie\maps\asylum\PA\pa_system_00.wav,,,0.7,0.7,250,2250,1,reject,,,full_vol,,,,2400,,curve2,1,1,,3d,,,,0.6,,,,,,,,,,,,,0.15,,,,,,100,100,0.25,1,, glass_pane_break,SFX/Destruction/Glass/imp_glass_pane_##,,,0.9,1,250,2500,,,,,full_vol,,,,4000,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,,,,,,,,,,40,60,0.25,1,, amb_water_pipe,SFX\Levels\zombie\maps\asylum\water\pipe\water_pipe_loop.wav,,,0.4,0.4,50,500,,,,,ambience,,curve2,,,,,1,1,,3d,,,looping,,,,,,,,,,,50,150,0.5,0.3,,,,,,5,10,0.15,0.85,, water_floor,SFX\Levels\zombie\maps\asylum\water\floor\water_floor.wav,,,0.7,0.7,50,600,,,,,full_vol,,curve2,1,800,,curve0,1,1,,3d,,,looping,,,,,,,,,,,50,150,0.5,0.3,,,,,,5,10,0.15,0.85,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, toilet_flush,SFX\Levels\zombie\maps\asylum\toilet\flush.wav,,,1,1,150,500,,,,,full_vol,,,,,,curve2,1,1,,3d,,,,,,,,,,,,,,50,100,0.8,,,,,,,70,80,0.25,1,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_flies,SFX/Amb/animals/flies_##,,,0.9,1,75,350,12,reject,,,full_vol,,,,,,,0.9,1.1,,3d,,0.85,,,,,,,,,,,,10,150,1,,,,,,,5,15,0.25,1,, helmet_rainf,Stream\Level\ber2\helmet_rain_door.wav,,,1,1,50,125,,,,,full_vol,,curve1,1,,,,1,1,,3d,,,looping,,,,,,,,,,,50,150,0.5,0.3,,,,,,5,10,0.15,0.85,, gen_arc_loop,SFX\Levels\zombie\maps\asylum\switch\gen_arc\gen_arc_loop.wav,,,0.7,0.7,150,800,,,,,full_vol,,curve2,1,1000,,curve0,1,1,,3d,,,looping,,,,,,,,,,,100,250,0.8,0.3,,,,,,5,10,0.15,0.85,, elec_arc_generator,SFX\Levels\zombie\maps\asylum\traps\arc_##,,,0.4,0.8,150,2000,6,priority,,,full_vol,,curve3,1,3200,,curve0,0.85,0.85,,3d,,,,,,,,,,,,,,100,250,0.8,0.4,,,yes,,,10,15,0.25,1,, arc_spark_light,SFX\Levels\zombie\maps\asylum\spk_oneshot_##,,,0.4,0.8,50,550,2,reject,,,full_vol,,curve1,1,800,,curve0,0.85,1.2,,3d,,,,,,,,,,,,,,100,250,0.8,0.4,,,yes,,,10,15,0.25,1,, chair,SFX\Levels\zombie\maps\asylum\chair\chair_00.wav,,,1,1,350,800,1,reject,,,full_vol,,curve2,1,,,,1,1,,3d,,,,,,,,,,,,,,50,150,1,0.35,,,,,,5,10,0.1,1,, # Traps,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, elec_start,SFX\Levels\zombie\maps\asylum\traps\trap_start.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,100,250,0.8,0.25,,,,,,15,25,0.25,1,, elec_loop,SFX\Levels\zombie\maps\asylum\traps\trap_loop.wav,,,1,1,250,1000,,,,,full_vol,,curve3,,1000,,curve2,0.9,1.05,,3d,,,looping,,,,,,,,,,,100,250,0.8,0.25,,,,,,50,95,0.25,1,,yes elec_arc,SFX\Levels\zombie\maps\asylum\traps\arc_##,,,0.55,0.85,100,800,6,priority,,,ambience,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,100,250,0.8,0.25,,,,,,10,15,0.25,1 elec_jib_zombie,SFX\Levels\zombie\maps\asylum\traps\arc_##,,,1,1,500,1500,8,priority,,,full_vol,,,,1750,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,100,250,0.8,0.25,,,,,,10,15,0.25,1 elec_current_loop,SFX\Levels\zombie\small_elec.wav,,,1,1,50,1250,,,,,full_vol,,curve2,,1500,,curve1,0.85,1.02,,3d,,,looping,,,,,,,,,,,100,250,0.8,0.35,,,,,,35,50,0.25,1 exp_jib_zombie,SFX\Levels\zombie\maps\asylum\traps\exp_zom\exp_zom_00.wav,,,1,1,500,1500,8,priority,,,full_vol,,,,1750,,curve2,0.85,1.2,,3d,,,,,,,,sizzle,,,,,,100,250,0.8,0.25,,,,,,10,15,0.25,1 sizzle,SFX\Levels\zombie\maps\asylum\traps\exp_zom\sizzle.wav,,,1,1,250,1000,3,priority,,,full_vol,,,,1750,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,100,250,0.8,0.25,,,,,,10,15,0.25,1 zombie_arc,SFX\Levels\zombie\maps\asylum\traps\zom_arc_##,,,1,1,500,800,6,priority,,,ambience,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,sizzle,,,,,,100,250,0.8,0.25,,,,,,10,15,0.25,1 #electrocution,SFX\Levels\zombie\maps\asylum\traps\electocution\elec_loop.wav,,,1,1,250,800,1,priority,,,full_vol,,,,,,curve2,1,1,,3d,,,looping,,,,,,,,,,,100,250,0.8,,,,,,,70,80,0.25,1 ignite,SFX\Levels\zombie\maps\asylum\traps\on_fire\ignite.wav,,,1,1,500,1250,3,priority,,,full_vol,,,,1750,,curve2,0.85,1.2,,3d,,,,,,,,sizzle,,,,,,100,250,0.8,0.25,,,,,,10,15,0.25,1 # Bathroom,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_water_drips,SFX\Levels\zombie\maps\asylum\bathroom\drips_##,,,0.9,1,100,350,,,,,ambience,,,,750,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,,,,,,,5,10,0.25,1 amb_water_drips_rand,SFX/Amb/amb_drip_##,,,0.2,0.85,25,350,,,,,ambience,,curve1,,450,,curve0,0.85,1.25,,3d,,,,,,,,,,,,,,10,100,0.85,,,,,,,5,10,0.25,1 bathroom_drip,SFX\Levels\Berlin_1\asylum\bathroom\drips\drips_00.wav,,0,0.75,0.95,10,150,3,priority,,,ambience,,,,350,,,0.9,1.05,,3d,,,looping,,,,,,,,,,,,,,,,,,,,10,50,0.25,1 bathroom_drip,SFX\Levels\Berlin_1\asylum\bathroom\drips\drips_01.wav,,1,0.75,0.95,10,150,3,priority,,,ambience,,,,350,,,0.9,1.05,,3d,,,looping,,,,,,,,,,,,,,,,,,,,10,50,0.25,1 bathroom_drip,SFX\Levels\Berlin_1\asylum\bathroom\drips\drips_02.wav,,2,0.75,0.95,10,150,3,priority,,,ambience,,,,350,,,0.9,1.05,,3d,,,looping,,,,,,,,,,,,,,,,,,,,10,50,0.25,1 amb_toilet_loop,SFX\Levels\zombie\maps\asylum\bathroom\toilet.wav,,,1,1,250,800,2,reject,,,full_vol,,,,850,,curve2,1,1,,3d,,,looping,,,,,,,,,,,100,250,0.8,0.15,,,,,,100,100,0.25,1 amb_shower_loop,SFX\Levels\zombie\maps\asylum\bathroom\shower_loop.wav,,,1,1,250,600,1,reject,,,ambience,,,,750,,curve2,1,1,,3d,,,looping,,,,,,,,,,,100,350,0.8,0.15,,,,,,100,100,0.25,1 # Morgue,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_morgue_vox,null.wav,,,0.85,1,250,1250,1,reject,,,ambience,,,,1300,,,0.9,1.05,,3d,,,,,,,,,,,,,,,,,,,,,,,10,50,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Halls,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, amb_wind_left,SFX\Levels\zombie\maps\asylum\halls\wind\wind_left.wav,,,1,1,50,800,1,priority,,,full_vol,,,,850,,curve1,1,1,,3d,streamed,,looping,,,,,,,,,,,50,200,0.5,0.1,,,,,,40,80,0.25,1 amb_wind_right,SFX\Levels\zombie\maps\asylum\halls\wind\wind_right.wav,,,1,1,50,800,1,priority,,,full_vol,,,,850,,curve1,1,1,,3d,streamed,,looping,,,,,,,,,,,50,200,0.5,0.1,,,,,,40,80,0.25,1 amb_vent,SFX\Levels\zombie\maps\asylum\halls\vent\vent_00.wav,,,1,1,300,500,1,reject,,,ambience,,,,750,,curve1,1,1,,3d,streamed,,looping,,,,,,,,,,,,,,0.1,,,,,,40,80,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Switch,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, switch_flip,SFX\Levels\zombie\maps\asylum\switch\flip\flip.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,100,100,0.25,1 amb_sparks_l_b,SFX\Levels\zombie\maps\asylum\switch\flip\amb_sparks_l.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,100,100,0.25,1 amb_sparks_r_b,SFX\Levels\zombie\maps\asylum\switch\flip\amb_sparks_r.wav,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,100,100,0.25,1 amb_sparks_l,SFX\Levels\zombie\maps\asylum\switch\power_left.wav,,,1,1,350,2600,1,oldest,,,full_vol,,,,4500,,curve2,1,1,,3d,,,,,,,,,,2000,,,,,,,0,,,,,,100,100,0.25,1 amb_sparks_r,SFX\Levels\zombie\maps\asylum\switch\power_right.wav,,,1,1,350,2600,1,oldest,,,full_vol,,,,4500,,curve2,1,1,,3d,,,,,,,,,,1850,,,,,,,0,,,,,,100,100,0.25,1 amb_sparks_l_end,SFX\Levels\zombie\maps\asylum\switch\power_left_end.wav,,,1,1,350,2600,1,oldest,,,full_vol,,,,4500,,curve1,1,1,,3d,,,,,,,,,,,,,,,,,0,,,,left_player,7,100,100,0.25,1 amb_sparks_r_end,SFX\Levels\zombie\maps\asylum\switch\power_right_end.wav,,,1,1,350,2600,1,oldest,,,full_vol,,,,4500,,curve1,1,1,,3d,,,,,,,,,,,,,,,,,0,,,,right_player,7,100,100,0.25,1 generator_loop,SFX\Levels\zombie\maps\asylum\switch\generator\gen_loop.wav,,,1,1,150,800,,,,,ambience,,curve3,,1000,,curve2,1,1,,3d,,,looping,,,,,,,,,,,50,250,0.8,0.15,,,,,,50,95,0.25,1,,yes players_ambience,SFX\Levels\zombie\maps\asylum\switch\amb\ambience.wav,,,1,1,100,750,,,,,ambience,,curve3,,950,,curve2,1,1,,2d,streamed,,looping,,,,,,,3000,,,,,,,0.15,,,no,,,50,95,0.25,1,,yes turn_on,SFX\Levels\zombie\maps\asylum\switch\amb\turn_on.wav,,,0.45,0.45,100,750,,,,,full_vol,,curve3,,950,,curve2,1,1,,2d,streamed,,,,,,,,,1000,wpn_all,,,,,,0.15,,,no,,,50,95,0.25,1,,yes circuit,SFX\Levels\zombie\maps\asylum\switch\circuit_##,,,1,1,250,5500,,,,,full_vol,,,,5500,,curve2,0.8,1.1,,3d,,,,,,,,,,,,,,,,,,,,,,,100,100,0.25,1,, low_arc,SFX\Levels\zombie\maps\asylum\switch\arc_##,,,0.8,1,50,750,,,,,ambience,,curve3,,1000,,curve2,0.8,1.1,,3d,,,looping,,,,,,,,,,,,,,0.35,,,,,,40,55,0.25,1,,yes alarm,SFX\Levels\zombie\maps\asylum\switch\alarm_##,,,1,1,250,2500,1,oldest,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,master,,,,,,1250,,,,,,,0.15,,,,,,100,100,0.25,1,, warning,SFX\Levels\zombie\maps\asylum\traps\warning_##,,,0.65,0.65,250,2500,1,reject,,,full_vol,,,,4000,,curve2,1,1,,3d,,,,master,,,,,,,,,,,,,0.15,,,,,,100,100,0.25,1,, comp_loop,SFX\Levels\zombie\maps\asylum\switch\comp\comp_loop.wav,,,0.6,0.6,50,350,,,,,full_vol,,curve3,,700,,curve2,1,1,,3d,,,looping,,,,,,,14000,,,,50,150,0.8,0.15,,,,,,50,95,0.25,1,, comp_start,SFX\Levels\zombie\maps\asylum\switch\comp\comp_start.wav,,,0.65,0.65,50,350,,,,,full_vol,,curve3,,700,,curve2,1,1,,3d,,,,,,,,sweeper,,12000,,,,50,150,0.8,0.15,,,,,,50,95,0.25,1,, sweeper,SFX\Levels\zombie\maps\asylum\switch\comp\sweeper.wav,,,0.85,0.85,50,350,,,,,full_vol,,curve3,,700,,curve2,1,1,,3d,,,,,,,,,,25000,,,,50,150,0.8,0.15,,,,,,50,95,0.25,1,, the_numbers,SFX\Levels\zombie\maps\asylum\control\numbers.wav,,,1,1,50,650,,,,,full_vol,,curve1,,900,,curve0,1,1,,3d,,0.25,,,,,,sweeper_no_d,,,,,,50,150,0.5,0.25,,,,,,40,50,0.25,1,, sweeper_no_d,SFX\Levels\zombie\maps\asylum\switch\comp\sweeper.wav,,,0.75,0.75,50,350,,,,,full_vol,,curve3,,700,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,50,150,0.8,0.15,,,,,,50,95,0.25,1,, elec_room_sweets,SFX\Levels\zombie\maps\asylum\switch\comp\sweets_##,,,0.4,0.8,125,550,6,reject,,,full_vol,,curve1,,600,,curve2,0.9,1.1,,3d,,,,,,,,,,,,,,50,150,0.8,0.1,,,,,,50,95,0.25,1,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Barrels,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, exp_barrel,SFX/Destruction/exp/barrel_##,,,0.8,1,500,5000,,,,,full_vol,,curve3,,10000,,curve2,0.9,1.05,,3d,,,,,,,,exp_debris,,,,0.5,,,,,0.2,,,,,,50,95,0.25,1,, barrel_fuse,SFX/Destruction/exp/flare_##,,,0.4,0.5,50,500,,,,,full_vol,,curve3,,1000,,curve2,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.2,,,,,,50,95,0.25,1,, fuse,SFX/Destruction/exp/flare_##,,,0.4,0.5,50,500,,,,,full_vol,,curve3,,1000,,curve2,0.9,1.05,,3d,,,,,,,,,,,,,,,,,0.2,,,,,,50,95,0.25,1,, exp_debris,SFX/Destruction/exp/debris_##,,,0.7,0.7,50,1200,,,,,full_vol,,curve3,,2400,,curve2,0.9,1.05,,3d,,,,,,,,barrel_explode_trail_l,,600,,0.1,0.4,,,,0.2,,,,,,50,95,0.25,1,, exp_ammo,SFX/Destruction/ammocrate_##,,,0.8,1,500,1700,,,,,full_vol,,curve3,,3000,,curve2,1,1,,3d,,,,,,,,,,,,0.4,,,,,0.2,,,,,,50,95,0.25,1,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, barrel_explode_trail_l,SFX/Weapon/Gren/Gen_Gren/gren_trail_##,,,0.4,0.6,500,2000,3,oldest,,,full_vol,,curve5,,10000,,,0.9,1,,3d,,,,,,,,barrel_explode_trail_r,,50,,,,,,,0.2,,,no,left_player,6,50,90,0.25,1,, barrel_explode_trail_r,SFX/Weapon/Gren/Gen_Gren/gren_trail_##,,,0.4,0.6,500,2000,3,oldest,,,full_vol,,curve5,,10000,,,0.9,1,,3d,,,,,,,,barrel_explode_dist,,50,,,,,,,0.2,,,no,right_player,6,50,90,0.25,1,, barrel_explode_dist,SFX/Destruction/explosion_dist_##,,,0.9,1,3000,12000,3,oldest,,,full_vol,,curve5,,13000,,,0.9,1.1,,3d,,,,,,,,barrel_explode_distR,,,,0.4,,,,,0.2,,,no,left_player,6,50,90,0.55,1,, barrel_explode_distR,SFX/Destruction/explosion_dist_##,,,0.9,1,3000,12000,3,oldest,,,full_vol,,curve5,,13000,,,0.9,1.1,,3d,,,,,,,,bomb_falloff,,,,0.4,,,,,0.2,,,no,right_player,6,50,90,0.55,1,, sparks,SFX\Levels\sniper\sparks_##,,,0.8,1,500,5000,,,,,explosion,,curve3,,10000,,curve2,0.9,1.05,,3d,,,,,,,,,,,,0.5,,,,,,,,,,,50,95,0.25,1,, explo_shockwave_l,SFX/Levels/Makin/exp_sweetner/exp_decay_R.wav,,,0.9,0.95,1200,6000,1,priority,,,full_vol,,curve3,,18000,,,0.98,1.02,,3d,,,,0.85,,,,explo_shockwave_r,,250,,,,,,,0.2,,no,no,left_player,4,50,90,0.25,1,,yes explo_shockwave_r,SFX/Levels/sniper/dist_explos/explo_sweetner_right.wav,,,0.9,0.95,1200,6000,1,priority,,,full_vol,,curve3,,18000,,,1,1,,3d,,,,0.85,,,,bomb_far_falloff_glo,,350,,,,,,,0.2,,no,no,right_player,4,50,90,0.25,1,,yes explo_metal_rand,SFX/Destruction/vehicle_##,,,1,1,1200,18000,,,,,full_vol,,curve3,,22000,,curve2,0.9,1.1,,3d,,,,,,,,explo_shockwave_l,,,,0.2,,,,,0.2,,no,no,,,50,95,0.25,1,,yes # Power Ups,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, spawn_powerup,SFX\Levels\zombie\powerups\powerup\power_up_spawn.wav,,,0.8,0.8,500,4000,3,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1 powerup_grabbed,SFX\Levels\zombie\powerups\powerup\power_up_grab.wav,,,0.8,0.8,500,4000,3,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 spawn_powerup_loop,SFX\Levels\zombie\powerups\powerup\power_up_loop.wav,,,0.25,0.25,50,800,4,reject,,,full_vol,,curve4,1,1200,,curve2,1,1,,3d,,,looping,0.5,,,,,,550,,,,,,,0.25,,,,,,100,100,0.25,1 insta_kill,SFX\Levels\zombie\powerups\insta_kill\insta_kill.wav,,,0.6,0.6,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 insta_kill_loop,SFX\Levels\zombie\powerups\insta_kill\insta_kill_loop.wav,,,0.3,0.3,50,800,4,reject,,,full_vol,,curve4,1,1200,,curve2,1,1,,2d,,,looping,0.5,,,,,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 full_ammo,SFX\Levels\zombie\powerups\full_ammo\full_ammo.wav,,,0.7,0.7,50,800,4,reject,,,full_vol,,curve4,1,1200,,curve2,1,1,,2d,,,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1 nuked,SFX\Levels\zombie\powerups\nuke\nuke.wav,,,1,1,500,4000,3,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1 nuke_flash,SFX\Amb\flare\flare_exp.wav,,,1,1,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,bomb_falloff,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 double_point_loop,SFX\Levels\zombie\powerups\double_point\double_point_loop.wav,,,0.25,0.25,50,800,4,reject,,,full_vol,,curve4,1,1200,,curve2,1,1,,2d,,,looping,0.5,,,,,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 points_loop_off,SFX\Levels\zombie\powerups\double_point\double_point_off.wav,,,0.7,0.7,50,800,4,reject,,,full_vol,,curve4,1,1200,,curve2,1,1,,2d,,,,,,,,,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 #bomb_falloff (was on nuke_flash),,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Perks,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, perks_machine_loop,SFX\Levels\zombie\perksacola\hum\hum_loop.wav,,,1,1,50,350,,,,,ambience,,curve3,,500,,curve2,1,1,,3d,,,looping,,,,,,,,,,,50,100,0.8,0.35,,,,,,35,50,0.25,1 broken_random_jingle,SFX\Levels\zombie\perksacola\random_##,,,1,1,50,500,,,,,full_vol,,curve3,,700,,curve2,1,1,,3d,,,,,,,,,,,,,,50,150,0.8,0.35,,,,,,10,25,0.25,1 perks_power_on,SFX\Levels\zombie\perksacola\power_on\power_on.wav,,,1,1,250,1000,,,,,full_vol,,curve3,,1250,,curve2,1,1,,3d,,,,,,,,,,,,,,100,150,0.5,0,,,,,,10,25,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, bottle_dispense,SFX\Levels\zombie\perksacola\bottle\dispense_00.wav,,,0.6,0.6,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1 bottle_open,SFX\Levels\zombie\perksacola\bottle\open\open_00.wav,,,1,1,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1 swallow,SFX\Levels\zombie\perksacola\bottle\swallow\swallow_00.wav,,,1,1,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,,wpn_all,,,,,,0.25,,,,,,100,100,0.25,1 belch,SFX\Levels\zombie\perksacola\bottle\belch\belch_00.wav,,,0.6,0.6,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,500,,,,,,,0.25,,,,,,100,100,0.25,1 bottle_break,SFX\Levels\zombie\perksacola\bottle\break\break_00.wav,,,0.6,0.6,500,4000,4,reject,,,full_vol,,curve4,1,4500,,curve2,1,1,,2d,,,,,,,,,,,,,,,,,0.25,,,,,,100,100,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, deny,SFX\Levels\zombie\perksacola\bottle\deny_00.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,15,25,0.25,1 bottle_dispense3d,SFX\Levels\zombie\perksacola\bottle\dispensemn_00.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,15,25,0.25,1 bottle_open3d,SFX\Levels\zombie\perksacola\bottle\open\openmn_00.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,15,25,0.25,1 swallow3d,SFX\Levels\zombie\perksacola\bottle\swallow\swallowmn_00.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,15,25,0.25,1 belch3d,SFX\Levels\zombie\perksacola\bottle\belch\belchmn_00.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,15,25,0.25,1 bottle_break3d,SFX\Levels\zombie\perksacola\bottle\break\breakmn_00.wav,,,0.9,0.9,100,1000,6,priority,,,full_vol,,,,1000,,curve2,0.85,1.2,,3d,,,,,,,,,,,,,,,,,0.25,,,,,,15,25,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Radio,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, static,SFX\Levels\sniper\sparks_##,,,0.8,1,500,5000,,,,,explosion,,curve3,,10000,,curve2,0.9,1.05,,3d,,,,,,,,,,,,0.5,,,,,,,,,,,50,95,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, #wtf,SFX\Levels\zombie\radio\mx_wtf.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #true_crime_4,SFX\Levels\zombie\radio\true_crime_track_4.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #dusk,SFX\Levels\zombie\radio\dusk.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #sand,SFX\Levels\zombie\radio\mx_sand.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #all_mixed_up,SFX\Levels\zombie\radio\mx_all_mixed_up.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #ber3b_guitars,SFX\Levels\zombie\radio\mx_ber3b_guitars.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #bold_men,SFX\Levels\zombie\radio\mx_boldmen_city_loop.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #dog_fire,SFX\Levels\zombie\radio\mx_dog_fire.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #the_march,SFX\Levels\zombie\radio\mx_march_ber3_00.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #drum_no_bass,SFX\Levels\zombie\radio\mx_pel1b_00.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #russian_theme,SFX\Levels\zombie\radio\mx_russian_theme.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #stag_push,SFX\Levels\zombie\radio\mx_stag_push_00.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #goddess_energy,SFX\Levels\zombie\radio\mx_underscore_ber2.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #wild_card,SFX\Levels\zombie\radio\mx_WildCard_loop_g_final.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 #pby_old,SFX\Levels\zombie\radio\pby_old.wav,,,0.8,0.8,125,2500,,,,,music,,curve3,0.8,3200,,curve1,1,1,,3d,streamed,,,0.4,,,,,,,,,,,,,0.25,,,,,,50,50,0.15,0.85 # Player Dialog,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, raygun_stinger,SFX\UI\arcade\arcademode_kill_streak_won.wav,,1,1,1,50,1500,2,reject,1,reject,voice,,curve2,,,,,1,1,,2d,streamed,,,master,,,,,,,wpn_all,,,,,,0.5,,,,,,10,25,0.25,1 # Player 0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, plr_3_vox_crappy_0,voiceovers\zombie\new\Player3\weappick_crappy_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_crappy_1,voiceovers\zombie\new\Player3\weappick_crappy_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_crappy_2,voiceovers\zombie\new\Player3\weappick_crappy_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_crappy_3,voiceovers\zombie\new\Player3\weappick_crappy_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_crappy_4,voiceovers\zombie\new\Player3\weappick_crappy_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_mg_0,voiceovers\zombie\new\Player3\weappick_mg_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_mg_1,voiceovers\zombie\new\Player3\weappick_mg_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_mg_2,voiceovers\zombie\new\Player3\weappick_mg_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_mg_3,voiceovers\zombie\new\Player3\weappick_mg_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_mg_4,voiceovers\zombie\new\Player3\weappick_mg_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_raygun_0,voiceovers\zombie\new\Player3\weappick_raygun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_raygun_1,voiceovers\zombie\new\Player3\weappick_raygun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_raygun_2,voiceovers\zombie\new\Player3\weappick_raygun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_raygun_3,voiceovers\zombie\new\Player3\weappick_raygun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_raygun_4,voiceovers\zombie\new\Player3\weappick_raygun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_flame_0,voiceovers\zombie\new\Player3\weappick_flame_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_flame_1,voiceovers\zombie\new\Player3\weappick_flame_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_flame_2,voiceovers\zombie\new\Player3\weappick_flame_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_flame_3,voiceovers\zombie\new\Player3\weappick_flame_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_flame_4,voiceovers\zombie\new\Player3\weappick_flame_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_sniper_0,voiceovers\zombie\new\Player3\weappick_sniper_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_sniper_1,voiceovers\zombie\new\Player3\weappick_sniper_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_sniper_2,voiceovers\zombie\new\Player3\weappick_sniper_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_sniper_3,voiceovers\zombie\new\Player3\weappick_sniper_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_sniper_4,voiceovers\zombie\new\Player3\weappick_sniper_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_shotgun_0,voiceovers\zombie\new\Player3\weappick_shotgun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_shotgun_1,voiceovers\zombie\new\Player3\weappick_shotgun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_shotgun_2,voiceovers\zombie\new\Player3\weappick_shotgun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_shotgun_3,voiceovers\zombie\new\Player3\weappick_shotgun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_shotgun_4,voiceovers\zombie\new\Player3\weappick_shotgun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_357_0,voiceovers\zombie\new\Player3\weappick_357_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_357_1,voiceovers\zombie\new\Player3\weappick_357_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_357_2,voiceovers\zombie\new\Player3\weappick_357_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_357_3,voiceovers\zombie\new\Player3\weappick_357_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_357_4,voiceovers\zombie\new\Player3\weappick_357_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_0,voiceovers\zombie\new\Player3\feedback_killstreak_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_1,voiceovers\zombie\new\Player3\feedback_killstreak_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_2,voiceovers\zombie\new\Player3\feedback_killstreak_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_3,voiceovers\zombie\new\Player3\feedback_killstreak_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_4,voiceovers\zombie\new\Player3\feedback_killstreak_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_5,voiceovers\zombie\new\Player3\feedback_killstreak_05.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_6,voiceovers\zombie\new\Player3\feedback_killstreak_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_7,voiceovers\zombie\new\Player3\feedback_killstreak_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_8,voiceovers\zombie\new\Player3\feedback_killstreak_08.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_9,voiceovers\zombie\new\Player3\feedback_killstreak_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_10,voiceovers\zombie\new\Player3\feedback_killstreak_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_killstreak_11,voiceovers\zombie\new\Player3\feedback_killstreak_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_0,voiceovers\zombie\new\Player3\feedback_kill_headd_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_1,voiceovers\zombie\new\Player3\feedback_kill_headd_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_2,voiceovers\zombie\new\Player3\feedback_kill_headd_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_3,voiceovers\zombie\new\Player3\feedback_kill_headd_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_4,voiceovers\zombie\new\Player3\feedback_kill_headd_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_5,voiceovers\zombie\new\Player3\feedback_kill_headd_08.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_6,voiceovers\zombie\new\Player3\feedback_kill_headd_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_7,voiceovers\zombie\new\Player3\feedback_kill_headd_10.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_8,voiceovers\zombie\new\Player3\feedback_kill_headd_12.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_9,voiceovers\zombie\new\Player3\feedback_kill_headd_13.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_10,voiceovers\zombie\new\Player3\feedback_kill_headd_14.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_kill_headdist_11,voiceovers\zombie\new\Player3\feedback_kill_headd_16.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_ammo_low_0,voiceovers\zombie\new\Player3\feedback_ammo_low_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_ammo_low_1,voiceovers\zombie\new\Player3\feedback_ammo_low_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_ammo_low_2,voiceovers\zombie\new\Player3\feedback_ammo_low_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_ammo_low_3,voiceovers\zombie\new\Player3\feedback_ammo_low_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_ammo_low_4,voiceovers\zombie\new\Player3\feedback_ammo_low_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_down_gen_0,voiceovers\zombie\new\Player3\revive_down_gen_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_down_gen_1,voiceovers\zombie\new\Player3\revive_down_gen_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_down_gen_2,voiceovers\zombie\new\Player3\revive_down_gen_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_revived_0,voiceovers\zombie\new\Player3\revive_revived_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_revived_1,voiceovers\zombie\new\Player3\revive_revived_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_revived_2,voiceovers\zombie\new\Player3\revive_revived_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_melee_insta_0,voiceovers\zombie\new\Player3\special_melee_insta_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_melee_insta_1,voiceovers\zombie\new\Player3\special_melee_insta_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_melee_insta_2,voiceovers\zombie\new\Player3\special_melee_insta_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_melee_insta_3,voiceovers\zombie\new\Player3\special_melee_insta_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_melee_insta_4,voiceovers\zombie\new\Player3\special_melee_insta_08.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_melee_insta_5,voiceovers\zombie\new\Player3\special_melee_insta_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_box_move_0,voiceovers\zombie\new\Player3\special_box_move_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_box_move_1,voiceovers\zombie\new\Player3\special_box_move_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_box_move_2,voiceovers\zombie\new\Player3\special_box_move_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_box_move_3,voiceovers\zombie\new\Player3\special_box_move_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_box_move_4,voiceovers\zombie\new\Player3\special_box_move_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_start_0,voiceovers\zombie\new\Player3\special_start_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_start_1,voiceovers\zombie\new\Player3\special_start_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_start_2,voiceovers\zombie\new\Player3\special_start_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_start_3,voiceovers\zombie\new\Player3\special_start_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_start_4,voiceovers\zombie\new\Player3\special_start_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_dmg_close_0,voiceovers\zombie\new\Player3\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_dmg_close_1,voiceovers\zombie\new\Player3\feedback_dmg_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_dmg_close_2,voiceovers\zombie\new\Player3\feedback_dmg_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_dmg_close_3,voiceovers\zombie\new\Player3\feedback_dmg_close_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_0,voiceovers\zombie\new\Player3\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_1,voiceovers\zombie\new\Player3\feedback_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_2,voiceovers\zombie\new\Player3\feedback_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_3,voiceovers\zombie\new\Player3\feedback_close_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_4,voiceovers\zombie\new\Player3\feedback_close_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_5,voiceovers\zombie\new\Player3\feedback_close_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_6,voiceovers\zombie\new\Player3\feedback_close_10.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_3_vox_close_7,voiceovers\zombie\new\Player3\feedback_close_11.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Player 1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, plr_1_vox_crappy_0,voiceovers\zombie\new\Player1\weappick_crappy_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_crappy_1,voiceovers\zombie\new\Player1\weappick_crappy_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_crappy_2,voiceovers\zombie\new\Player1\weappick_crappy_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_crappy_3,voiceovers\zombie\new\Player1\weappick_crappy_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_crappy_4,voiceovers\zombie\new\Player1\weappick_crappy_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_mg_0,voiceovers\zombie\new\Player1\weappick_mg_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_mg_1,voiceovers\zombie\new\Player1\weappick_mg_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_mg_2,voiceovers\zombie\new\Player1\weappick_mg_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_mg_3,voiceovers\zombie\new\Player1\weappick_mg_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_mg_4,voiceovers\zombie\new\Player1\weappick_mg_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_raygun_0,voiceovers\zombie\new\Player1\weappick_raygun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_raygun_1,voiceovers\zombie\new\Player1\weappick_raygun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_raygun_2,voiceovers\zombie\new\Player1\weappick_raygun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_raygun_3,voiceovers\zombie\new\Player1\weappick_raygun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_raygun_4,voiceovers\zombie\new\Player1\weappick_raygun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_flame_0,voiceovers\zombie\new\Player1\weappick_flame_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_flame_1,voiceovers\zombie\new\Player1\weappick_flame_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_flame_2,voiceovers\zombie\new\Player1\weappick_flame_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_flame_3,voiceovers\zombie\new\Player1\weappick_flame_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_flame_4,voiceovers\zombie\new\Player1\weappick_flame_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_sniper_0,voiceovers\zombie\new\Player1\weappick_sniper_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_sniper_1,voiceovers\zombie\new\Player1\weappick_sniper_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_sniper_2,voiceovers\zombie\new\Player1\weappick_sniper_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_sniper_3,voiceovers\zombie\new\Player1\weappick_sniper_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_sniper_4,voiceovers\zombie\new\Player1\weappick_sniper_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_shotgun_0,voiceovers\zombie\new\Player1\weappick_shotgun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_shotgun_1,voiceovers\zombie\new\Player1\weappick_shotgun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_shotgun_2,voiceovers\zombie\new\Player1\weappick_shotgun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_shotgun_3,voiceovers\zombie\new\Player1\weappick_shotgun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_shotgun_4,voiceovers\zombie\new\Player1\weappick_shotgun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_357_0,voiceovers\zombie\new\Player1\weappick_357_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_357_1,voiceovers\zombie\new\Player1\weappick_357_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_357_2,voiceovers\zombie\new\Player1\weappick_357_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_357_3,voiceovers\zombie\new\Player1\weappick_357_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_357_4,voiceovers\zombie\new\Player1\weappick_357_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_0,voiceovers\zombie\new\Player1\weappick_357_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_1,voiceovers\zombie\new\Player1\feedback_killstreak_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_2,voiceovers\zombie\new\Player1\feedback_killstreak_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_3,voiceovers\zombie\new\Player1\feedback_killstreak_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_4,voiceovers\zombie\new\Player1\feedback_killstreak_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_5,voiceovers\zombie\new\Player1\feedback_killstreak_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_6,voiceovers\zombie\new\Player1\feedback_kill_headd_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_7,voiceovers\zombie\new\Player1\feedback_kill_headd_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_8,voiceovers\zombie\new\Player1\feedback_kill_headd_08.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_9,voiceovers\zombie\new\Player1\feedback_kill_headd_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_10,voiceovers\zombie\new\Player1\feedback_kill_headd_10.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_killstreak_11,voiceovers\zombie\new\Player1\feedback_kill_headd_13.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_0,voiceovers\zombie\new\Player1\feedback_kill_headd_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_1,voiceovers\zombie\new\Player1\feedback_kill_headd_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_2,voiceovers\zombie\new\Player1\feedback_kill_headd_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_3,voiceovers\zombie\new\Player1\feedback_kill_headd_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_4,voiceovers\zombie\new\Player1\feedback_kill_headd_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_5,voiceovers\zombie\new\Player1\feedback_kill_headd_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_6,voiceovers\zombie\new\Player1\feedback_kill_headd_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_7,voiceovers\zombie\new\Player1\feedback_kill_headd_20.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_8,voiceovers\zombie\new\Player1\feedback_kill_headd_21.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_9,voiceovers\zombie\new\Player1\feedback_kill_headd_22.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_10,voiceovers\zombie\new\Player1\feedback_kill_headd_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_kill_headdist_11,voiceovers\zombie\new\Player1\feedback_kill_headd_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_ammo_low_0,voiceovers\zombie\new\Player1\feedback_ammo_low_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_ammo_low_1,voiceovers\zombie\new\Player1\feedback_ammo_low_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_ammo_low_2,voiceovers\zombie\new\Player1\feedback_ammo_low_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_ammo_low_3,voiceovers\zombie\new\Player1\feedback_ammo_low_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_ammo_low_4,voiceovers\zombie\new\Player1\feedback_ammo_low_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_down_gen_0,voiceovers\zombie\new\Player1\revive_down_gen_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_down_gen_1,voiceovers\zombie\new\Player1\revive_down_gen_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_down_gen_2,voiceovers\zombie\new\Player1\revive_down_gen_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_revived_0,voiceovers\zombie\new\Player1\revive_revived_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_revived_1,voiceovers\zombie\new\Player1\revive_revived_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_revived_2,voiceovers\zombie\new\Player1\revive_revived_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_melee_insta_0,voiceovers\zombie\new\Player1\special_melee_insta_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_melee_insta_1,voiceovers\zombie\new\Player1\special_melee_insta_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_melee_insta_2,voiceovers\zombie\new\Player1\special_melee_insta_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_melee_insta_3,voiceovers\zombie\new\Player1\special_melee_insta_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_melee_insta_4,voiceovers\zombie\new\Player1\special_melee_insta_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_melee_insta_5,voiceovers\zombie\new\Player1\special_melee_insta_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_box_move_0,voiceovers\zombie\new\Player1\special_box_move_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_box_move_1,voiceovers\zombie\new\Player1\special_box_move_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_box_move_2,voiceovers\zombie\new\Player1\special_box_move_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_box_move_3,voiceovers\zombie\new\Player1\special_box_move_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_box_move_4,voiceovers\zombie\new\Player1\special_box_move_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_start_0,voiceovers\zombie\new\Player1\special_start_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_start_1,voiceovers\zombie\new\Player1\special_start_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_start_2,voiceovers\zombie\new\Player1\special_start_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_start_3,voiceovers\zombie\new\Player1\special_start_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_start_4,voiceovers\zombie\new\Player1\special_start_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_dmg_close_0,voiceovers\zombie\new\Player1\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_dmg_close_1,voiceovers\zombie\new\Player1\feedback_dmg_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_dmg_close_2,voiceovers\zombie\new\Player1\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_dmg_close_3,voiceovers\zombie\new\Player1\feedback_dmg_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_0,voiceovers\zombie\new\Player1\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_1,voiceovers\zombie\new\Player1\feedback_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_2,voiceovers\zombie\new\Player1\feedback_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_3,voiceovers\zombie\new\Player1\feedback_killstreak_20.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_4,voiceovers\zombie\new\Player1\feedback_killstreak_21.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_5,voiceovers\zombie\new\Player1\feedback_killstreak_22.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_6,voiceovers\zombie\new\Player1\feedback_killstreak_23.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_1_vox_close_7,voiceovers\zombie\new\Player1\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 # Player 2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, plr_2_vox_crappy_0,voiceovers\zombie\new\Player2\weappick_crappy_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_crappy_1,voiceovers\zombie\new\Player2\weappick_crappy_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_crappy_2,voiceovers\zombie\new\Player2\weappick_crappy_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_crappy_3,voiceovers\zombie\new\Player2\weappick_crappy_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_crappy_4,voiceovers\zombie\new\Player2\weappick_crappy_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_mg_0,voiceovers\zombie\new\Player2\weappick_mg_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_mg_1,voiceovers\zombie\new\Player2\weappick_mg_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_mg_2,voiceovers\zombie\new\Player2\weappick_mg_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_mg_3,voiceovers\zombie\new\Player2\weappick_mg_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_mg_4,voiceovers\zombie\new\Player2\weappick_mg_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_raygun_0,voiceovers\zombie\new\Player2\weappick_raygun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_raygun_1,voiceovers\zombie\new\Player2\weappick_raygun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_raygun_2,voiceovers\zombie\new\Player2\weappick_raygun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_raygun_3,voiceovers\zombie\new\Player2\weappick_raygun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_raygun_4,voiceovers\zombie\new\Player2\weappick_raygun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_flame_0,voiceovers\zombie\new\Player2\weappick_flame_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_flame_1,voiceovers\zombie\new\Player2\weappick_flame_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_flame_2,voiceovers\zombie\new\Player2\weappick_flame_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_flame_3,voiceovers\zombie\new\Player2\weappick_flame_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_flame_4,voiceovers\zombie\new\Player2\weappick_flame_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_sniper_0,voiceovers\zombie\new\Player2\weappick_sniper_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_sniper_1,voiceovers\zombie\new\Player2\weappick_sniper_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_sniper_2,voiceovers\zombie\new\Player2\weappick_sniper_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_sniper_3,voiceovers\zombie\new\Player2\weappick_sniper_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_sniper_4,voiceovers\zombie\new\Player2\weappick_sniper_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_shotgun_0,voiceovers\zombie\new\Player2\weappick_shotgun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_shotgun_1,voiceovers\zombie\new\Player2\weappick_shotgun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_shotgun_2,voiceovers\zombie\new\Player2\weappick_shotgun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_shotgun_3,voiceovers\zombie\new\Player2\weappick_shotgun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_shotgun_4,voiceovers\zombie\new\Player2\weappick_shotgun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_357_0,voiceovers\zombie\new\Player2\weappick_357_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_357_1,voiceovers\zombie\new\Player2\weappick_357_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_357_2,voiceovers\zombie\new\Player2\weappick_357_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_357_3,voiceovers\zombie\new\Player2\weappick_357_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_357_4,voiceovers\zombie\new\Player2\weappick_357_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_0,voiceovers\zombie\new\Player2\feedback_killstreak_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_1,voiceovers\zombie\new\Player2\feedback_killstreak_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_2,voiceovers\zombie\new\Player2\feedback_killstreak_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_3,voiceovers\zombie\new\Player2\feedback_killstreak_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_4,voiceovers\zombie\new\Player2\feedback_killstreak_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_5,voiceovers\zombie\new\Player2\feedback_kill_headd_09.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_6,voiceovers\zombie\new\Player2\feedback_killstreak_20.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_7,voiceovers\zombie\new\Player2\feedback_killstreak_21.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_8,voiceovers\zombie\new\Player2\feedback_killstreak_22.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_9,voiceovers\zombie\new\Player2\feedback_killstreak_23.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_10,voiceovers\zombie\new\Player2\feedback_killstreak_24.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_killstreak_11,voiceovers\zombie\new\Player2\feedback_killstreak_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_0,voiceovers\zombie\new\Player2\feedback_kill_headd_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_1,voiceovers\zombie\new\Player2\feedback_kill_headd_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_2,voiceovers\zombie\new\Player2\feedback_kill_headd_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_3,voiceovers\zombie\new\Player2\feedback_kill_headd_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_4,voiceovers\zombie\new\Player2\feedback_kill_headd_07.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_5,voiceovers\zombie\new\Player2\feedback_kill_headd_20.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_6,voiceovers\zombie\new\Player2\feedback_kill_headd_21.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_7,voiceovers\zombie\new\Player2\feedback_kill_headd_22.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_8,voiceovers\zombie\new\Player2\feedback_kill_headd_23.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_9,voiceovers\zombie\new\Player2\feedback_kill_headd_24.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_10,voiceovers\zombie\new\Player2\feedback_kill_headd_25.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_kill_headdist_11,voiceovers\zombie\new\Player2\feedback_kill_headd_26.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_ammo_low_0,voiceovers\zombie\new\Player2\feedback_ammo_low_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_ammo_low_1,voiceovers\zombie\new\Player2\feedback_ammo_low_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_ammo_low_2,voiceovers\zombie\new\Player2\feedback_ammo_low_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_ammo_low_3,voiceovers\zombie\new\Player2\feedback_ammo_low_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_ammo_low_4,voiceovers\zombie\new\Player2\feedback_ammo_low_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_down_gen_0,voiceovers\zombie\new\Player2\revive_down_gen_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_down_gen_1,voiceovers\zombie\new\Player2\revive_down_gen_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_down_gen_2,voiceovers\zombie\new\Player2\revive_down_gen_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_revived_0,voiceovers\zombie\new\Player2\revive_revived_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_revived_1,voiceovers\zombie\new\Player2\revive_revived_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_revived_2,voiceovers\zombie\new\Player2\revive_revived_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_melee_insta_0,voiceovers\zombie\new\Player2\special_melee_insta_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_melee_insta_1,voiceovers\zombie\new\Player2\special_melee_insta_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_melee_insta_2,voiceovers\zombie\new\Player2\special_melee_insta_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_melee_insta_3,voiceovers\zombie\new\Player2\special_melee_insta_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_melee_insta_4,voiceovers\zombie\new\Player2\special_melee_insta_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_melee_insta_5,voiceovers\zombie\new\Player2\feedback_kill_headd_14.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_box_move_0,voiceovers\zombie\new\Player2\special_box_move_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_box_move_1,voiceovers\zombie\new\Player2\special_box_move_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_box_move_2,voiceovers\zombie\new\Player2\special_box_move_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_box_move_3,voiceovers\zombie\new\Player2\special_box_move_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_box_move_4,voiceovers\zombie\new\Player2\special_box_move_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_start_0,voiceovers\zombie\new\Player2\special_start_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_start_1,voiceovers\zombie\new\Player2\special_start_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_start_2,voiceovers\zombie\new\Player2\special_start_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_start_3,voiceovers\zombie\new\Player2\special_start_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_start_4,voiceovers\zombie\new\Player2\special_start_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_dmg_close_0,voiceovers\zombie\new\Player2\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_dmg_close_1,voiceovers\zombie\new\Player2\feedback_dmg_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_dmg_close_2,voiceovers\zombie\new\Player2\feedback_dmg_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_dmg_close_3,voiceovers\zombie\new\Player2\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_0,voiceovers\zombie\new\Player2\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_1,voiceovers\zombie\new\Player2\feedback_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_2,voiceovers\zombie\new\Player2\feedback_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_3,voiceovers\zombie\new\Player2\feedback_close_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_4,voiceovers\zombie\new\Player2\feedback_close_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_5,voiceovers\zombie\new\Player2\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_6,voiceovers\zombie\new\Player2\feedback_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 plr_2_vox_close_7,voiceovers\zombie\new\Player2\feedback_close_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,,0.5,,,,,,10,25,0.25,1 # Player 0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, plr_0_vox_crappy_0,voiceovers\zombie\new\Player0\weappick_crappy_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_crappy_1,voiceovers\zombie\new\Player0\weappick_crappy_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_crappy_2,voiceovers\zombie\new\Player0\weappick_crappy_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_crappy_3,voiceovers\zombie\new\Player0\weappick_crappy_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_crappy_4,voiceovers\zombie\new\Player0\weappick_crappy_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_mg_0,voiceovers\zombie\new\Player0\weappick_mg_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_mg_1,voiceovers\zombie\new\Player0\weappick_mg_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_mg_2,voiceovers\zombie\new\Player0\weappick_mg_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_mg_3,voiceovers\zombie\new\Player0\weappick_mg_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_mg_4,voiceovers\zombie\new\Player0\weappick_mg_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_raygun_0,voiceovers\zombie\new\Player0\weappick_raygun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_raygun_1,voiceovers\zombie\new\Player0\weappick_raygun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_raygun_2,voiceovers\zombie\new\Player0\weappick_raygun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_raygun_3,voiceovers\zombie\new\Player0\weappick_raygun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_raygun_4,voiceovers\zombie\new\Player0\weappick_raygun_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,raygun_stinger,,1500,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_flame_0,voiceovers\zombie\new\Player0\weappick_flame_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_flame_1,voiceovers\zombie\new\Player0\weappick_flame_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_flame_2,voiceovers\zombie\new\Player0\weappick_flame_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_flame_3,voiceovers\zombie\new\Player0\weappick_flame_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_flame_4,voiceovers\zombie\new\Player0\weappick_flame_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_sniper_0,voiceovers\zombie\new\Player0\weappick_sniper_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_sniper_1,voiceovers\zombie\new\Player0\weappick_sniper_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_sniper_2,voiceovers\zombie\new\Player0\weappick_sniper_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_sniper_3,voiceovers\zombie\new\Player0\weappick_sniper_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_sniper_4,voiceovers\zombie\new\Player0\weappick_sniper_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_shotgun_0,voiceovers\zombie\new\Player0\weappick_shotgun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_shotgun_1,voiceovers\zombie\new\Player0\weappick_shotgun_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_shotgun_2,voiceovers\zombie\new\Player0\weappick_shotgun_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_shotgun_3,voiceovers\zombie\new\Player0\weappick_shotgun_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_shotgun_4,voiceovers\zombie\new\Player0\weappick_shotgun_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_357_0,voiceovers\zombie\new\Player0\weappick_357_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_357_1,voiceovers\zombie\new\Player0\weappick_357_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_357_2,voiceovers\zombie\new\Player0\weappick_357_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_357_3,voiceovers\zombie\new\Player0\weappick_357_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_357_4,voiceovers\zombie\new\Player0\weappick_357_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_0,voiceovers\zombie\new\Player0\weappick_357_05.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_1,voiceovers\zombie\new\Player0\feedback_killstreak_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_2,voiceovers\zombie\new\Player0\feedback_killstreak_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_3,voiceovers\zombie\new\Player0\feedback_killstreak_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_4,voiceovers\zombie\new\Player0\feedback_killstreak_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_5,voiceovers\zombie\new\Player0\feedback_killstreak_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_6,voiceovers\zombie\new\Player0\feedback_kill_headd_13.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_7,voiceovers\zombie\new\Player0\feedback_killstreak_05.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_8,voiceovers\zombie\new\Player0\feedback_killstreak_06.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_9,voiceovers\zombie\new\Player0\weappick_357_05.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_10,voiceovers\zombie\new\Player0\feedback_killstreak_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_killstreak_11,voiceovers\zombie\new\Player0\feedback_killstreak_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_0,voiceovers\zombie\new\Player0\feedback_kill_headd_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_1,voiceovers\zombie\new\Player0\feedback_kill_headd_13.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_2,voiceovers\zombie\new\Player0\feedback_kill_headd_14.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_3,voiceovers\zombie\new\Player0\feedback_killstreak_05.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_4,voiceovers\zombie\new\Player0\feedback_killstreak_16.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_5,voiceovers\zombie\new\Player0\feedback_kill_headd_20.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_6,voiceovers\zombie\new\Player0\feedback_kill_headd_21.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_7,voiceovers\zombie\new\Player0\feedback_kill_headd_22.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_8,voiceovers\zombie\new\Player0\feedback_kill_headd_23.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_9,voiceovers\zombie\new\Player0\feedback_kill_headd_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_10,voiceovers\zombie\new\Player0\feedback_kill_headd_13.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_kill_headdist_11,voiceovers\zombie\new\Player0\feedback_kill_headd_14.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_ammo_low_0,voiceovers\zombie\new\Player0\feedback_ammo_low_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_ammo_low_1,voiceovers\zombie\new\Player0\feedback_ammo_low_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_ammo_low_2,voiceovers\zombie\new\Player0\feedback_ammo_low_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_ammo_low_3,voiceovers\zombie\new\Player0\feedback_ammo_low_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_ammo_low_4,voiceovers\zombie\new\Player0\feedback_ammo_low_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_down_gen_0,voiceovers\zombie\new\Player0\revive_down_gen_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_down_gen_1,voiceovers\zombie\new\Player0\revive_down_gen_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_down_gen_2,voiceovers\zombie\new\Player0\revive_down_gen_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_revived_0,voiceovers\zombie\new\Player0\revive_revived_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_revived_1,voiceovers\zombie\new\Player0\revive_revived_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_revived_2,voiceovers\zombie\new\Player0\revive_revived_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_melee_insta_0,voiceovers\zombie\new\Player0\special_melee_insta_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_melee_insta_1,voiceovers\zombie\new\Player0\special_melee_insta_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_melee_insta_2,voiceovers\zombie\new\Player0\special_melee_insta_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_melee_insta_3,voiceovers\zombie\new\Player0\special_melee_insta_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_melee_insta_4,voiceovers\zombie\new\Player0\special_melee_insta_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_melee_insta_5,voiceovers\zombie\new\Player0\feedback_kill_headd_11.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_box_move_0,voiceovers\zombie\new\Player0\special_box_move_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_box_move_1,voiceovers\zombie\new\Player0\special_box_move_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_box_move_2,voiceovers\zombie\new\Player0\special_box_move_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_box_move_3,voiceovers\zombie\new\Player0\special_box_move_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_box_move_4,voiceovers\zombie\new\Player0\special_box_move_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_start_0,voiceovers\zombie\new\Player0\special_start_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_start_1,voiceovers\zombie\new\Player0\special_start_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_start_2,voiceovers\zombie\new\Player0\special_start_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_start_3,voiceovers\zombie\new\Player0\special_start_03.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_start_4,voiceovers\zombie\new\Player0\special_start_04.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_dmg_close_0,voiceovers\zombie\new\Player0\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_dmg_close_1,voiceovers\zombie\new\Player0\feedback_dmg_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_dmg_close_2,voiceovers\zombie\new\Player0\feedback_dmg_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_dmg_close_3,voiceovers\zombie\new\Player0\feedback_dmg_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_0,voiceovers\zombie\new\Player0\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_1,voiceovers\zombie\new\Player0\feedback_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_2,voiceovers\zombie\new\Player0\feedback_close_02.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_3,voiceovers\zombie\new\Player0\feedback_killstreak_20.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_4,voiceovers\zombie\new\Player0\feedback_killstreak_21.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_5,voiceovers\zombie\new\Player0\feedback_killstreak_22.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_6,voiceovers\zombie\new\Player0\feedback_close_00.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1 plr_0_vox_close_7,voiceovers\zombie\new\Player0\feedback_close_01.wav,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,0.3,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1
[edit] Bipods
World at War: SP/MP Static And Deployable Turrets
[edit] Effects
[edit] Arena File
(link to tutorial coming)
Example for level nazi_zombie_yourmapname:
codwaw/mods/yourmodname/mod.arena
(mod.arena is simply a text file loaded with Notepad)
{
map "mak"
longname "MENU_LEVEL_MAK"
gametype "cmp arc"
}
{
map "nazi_zombie_prototype"
longname "MENU_LEVEL_ZOMBIE_PROTOTYPE"
gametype "zom"
}
{
map "nazi_zombie_asylum"
longname "PATCH_LEVEL_ZOMBIE_ASYLUM"
gametype "zom"
}
{
map "nazi_zombie_yourmapname"
longname "zombiemode_fun_yeah"
gametype "zom"
}
map
This is your maps actual name, so if you have a nazi_zombie_yourmapname.ff in the mods/yourmodname/ folder then that will be the name you need.
longname
Can be anything you want, this is what users will see when browsing the in-game co-op menu
gametype
If = zom Will allow the level to show in the Zombiemode list instead of the normal co-op list.
[edit] Zombie Zone Source
codwaw/zone_source/nazi_zombie_yourmapname.csv
ignore,code_post_gfx ignore,common // my strings localize,zombie localize,mylevel // for coop players include,common_player_us // for puddle effects,,, include,water // shock material,zombie_electric_shock_overlay rawfile,shock/electrocution.shock rawfile,clientscripts/createfx/nazi_zombie_yourmapname_fx.csc rawfile,clientscripts/nazi_zombie_yourmapname.csc rawfile,clientscripts/nazi_zombie_yourmapname_amb.csc rawfile,clientscripts/nazi_zombie_yourmapname_fx.csc rawfile,maps/nazi_zombie_yourmapname.gsc rawfile,maps/nazi_zombie_yourmapname_fx.gsc rawfile,maps/nazi_zombie_yourmapname_amb.gsc rawfile,maps/_destructible_opel_blitz.gsc rawfile,maps/_mgturret.gsc rawfile,vision/yourmapname.vision material,watersheeting_color_distort_blur col_map_sp,maps/nazi_zombie_yourmapname.d3dbsp // sound sound,common,nazi_zombie_yourmapname,all_sp sound,generic,nazi_zombie_yourmapname,all_sp sound,voiceovers,nazi_zombie_yourmapname,all_sp sound,requests,nazi_zombie_yourmapname,all_sp sound,character,nazi_zombie_yourmapname,all_sp sound,projectiles,nazi_zombie_yourmapname,all_sp sound,nazi_zombie_yourmapname,nazi_zombie_yourmapname,all_sp sound,physics,nazi_zombie_yourmapname,all_sp sound,destructibles,nazi_zombie_yourmapname,all_sp sound,weapons,audio_test_tuey,all_sp // SCRIPTED FX fx,destructibles/fx_dest_fire_car_fade_40 fx,destructibles/fx_dest_fire_car_fade_25 fx,destructibles/fx_dest_fire_lg fx,destructibles/fx_dest_fire_med fx,destructibles/fx_dest_fire_sm fx,env/smoke/fx_smoke_sm_blk_20_fade fx,misc/fx_zombie_electric_trap fx,env/electrical/fx_elec_sparking_oneshot fx,misc/fx_zombie_elec_trail fx,misc/fx_zombie_cola_on fx,misc/fx_zombie_cola_dtap_on fx,misc/fx_zombie_cola_jugg_on fx,misc/fx_zombie_cola_revive_on fx,misc/fx_zombie_zapper_powerbox_on fx,misc/fx_zombie_zapper_wall_control_on fx,misc/fx_zombie_zapper_light_green fx,misc/fx_zombie_zapper_light_red fx,misc/fx_zombie_elec_trail_oneshot fx,env/electrical/fx_elec_wire_spark_dl_oneshot fx,env/electrical/fx_elec_player_md fx,env/electrical/fx_elec_player_sm fx,env/electrical/fx_elec_player_torso fx,explosions/fx_flamethrower_char_explosion fx,weapon/bouncing_betty/fx_explosion_betty_generic fx,weapon/bouncing_betty/fx_betty_trail fx,env/electrical/fx_elec_wire_spark_burst fx,misc/fx_zombie_elec_gen_on fx,misc/fx_zombie_elec_gen_idle fx,destructibles/fx_barrelexp fx,destructibles/fx_barrel_ignite fx,destructibles/fx_barrel_fire_top fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown fx,misc/fx_zombie_couch_effect fx,misc/fx_zombie_light_elec_room_on fx,env/light/fx_glow_hanginglamp fx,bio/player/fx_footstep_dust fx,bio/player/fx_footstep_water fx,bio/player/fx_footstep_sand fx,bio/player/fx_footstep_mud xanim,ch_dazed_d_death xanim,ch_dazed_c_death xanim,ch_dazed_b_death xanim,ch_dazed_a_death xanim,ch_dazed_d xanim,ch_dazed_c xanim,ch_dazed_b xanim,ch_dazed_a xmodel,exploding_barrel_test xmodel,exploding_barrel_test_d xmodel,global_explosive_barrel_japanese xmodel,zombie_teddybear xmodel,zombie_vending_doubletap_on xmodel,zombie_vending_jugg_on xmodel,zombie_vending_revive_on xmodel,zombie_vending_sleight_on xmodel,zombie_zapper_power_box_on xmodel,zombie_zapper_power_box xmodel,zombie_zapper_cagelight_red xmodel,zombie_zapper_cagelight_green xmodel,lights_tinhatlamp_off xmodel,lights_tinhatlamp_on xmodel,lights_indlight_on xmodel,lights_indlight xmodel,skybox_zombie xmodel,viewmodel_usa_marine_arms xmodel,viewmodel_usa_marine_player // Fog and vision, rawfile,maps/createart/nazi_zombie_thehallway_art.gsc // WEAPONS // regular weapons weapon,sp/colt weapon,sp/colt_dirty_harry weapon,sp/m1garand weapon,sp/kar98k_scoped_zombie weapon,sp/kar98k weapon,sp/fraggrenade weapon,sp/m2_flamethrower_zombie weapon,sp/molotov weapon,sp/napalmblob weapon,sp/napalmbloblight weapon,sp/doublebarrel weapon,sp/m1carbine weapon,sp/doublebarrel_sawed_grip weapon,sp/gewehr43 weapon,sp/ptrs41_zombie weapon,sp/shotgun weapon,sp/stg44 weapon,sp/thompson weapon,sp/mp40 weapon,sp/bar weapon,sp/springfield weapon,sp/m1garand_gl_zombie weapon,sp/panzerschrek_zombie weapon,sp/mk2_frag weapon,sp/m7_launcher_zombie weapon,sp/walther weapon,sp/sw_357 weapon,sp/zombie_colt weapon,sp/stielhandgranate weapon,sp/ray_gun weapon,sp/ppsh weapon,sp/mine_bouncing_betty weapon,sp/zombie_perk_bottle_doubletap weapon,sp/zombie_perk_bottle_jugg weapon,sp/zombie_perk_bottle_revive weapon,sp/zombie_perk_bottle_sleight // Effects // smoke fx,env/smoke/fx_fog_rolling_thick_600x600 // dirt fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown // zombie and footsteps fx,misc/fx_zombie_couch_effect fx,env/smoke/fx_fog_zombie_amb fx,bio/player/fx_footstep_dust fx,bio/player/fx_footstep_water fx,bio/player/fx_footstep_sand fx,bio/player/fx_footstep_mud fx,env/electrical/fx_elec_wire_spark_burst fx,env/electrical/fx_elec_wire_spark_burst_blue // lighting fx,env/light/fx_light_god_rays_large fx,env/light/fx_light_god_rays_medium fx,env/light/fx_light_god_ray_sm_single fx,env/light/fx_light_god_ray_sm_shrt_single fx,env/light/fx_light_god_rays_dust_motes fx,env/light/fx_glow_lampost_white_dim_static // fire effects fx,env/fire/fx_fire_barrel_med fx,env/fire/fx_fire_column_creep_sm fx,env/fire/fx_fire_barrel_small // explodable barrels fx,destructibles/fx_barrelExp fx,destructibles/fx_barrel_ignite fx,destructibles/fx_barrel_fire_top // moonflare // rawfile,sun/nazi_zombie_yourmapname.sun // material,sun_moon // material,sun_moon_flare // extra mountable bipods // mg42 weapon,sp/mg42_bipod_crouch weapon,sp/mg42_bipod_stand weapon,sp/mg42_bipod_prone weapon,sp/mg42_bipod weapon,sp/50cal_turret_technical xmodel,mounted_ger_mg42_bipod_mg xmodel,mounted_ger_mg42_mg xmodel,viewmodel_ger_mg42_mg xmodel,viewmodel_ger_mg42_bipod_mg xmodel,weapon_ger_mg42_mg xmodel,weapon_ger_mg42_bipod_mg xmodel,weapon_ger_mg_mg42 // Bar weapon,sp/bar_bipod_crouch weapon,sp/bar_bipod_prone weapon,sp/bar_bipod_stand weapon,sp/bar_bipod xmodel,mounted_usa_bar_bipod_lmg xmodel,mounted_usa_bar_lmg xmodel,viewmodel_usa_bar_bipod_lmg xmodel,viewmodel_usa_bar_lmg xmodel,weapon_usa_bar_bipod_lmg xmodel,weapon_usa_bar_lmg // FG42 weapon,sp/fg42_bipod weapon,sp/fg42_bipod_prone weapon,sp/fg42_bipod_crouch weapon,sp/fg42_bipod_stand xmodel,mounted_ger_fg42_bipod_lmg xmodel,mounted_ger_fg42_lmg xmodel,viewmodel_ger_fg42_bipod_lmg xmodel,viewmodel_ger_fg42_lmg xmodel,weapon_ger_fg42_bipod_lmg xmodel,weapon_ger_fg42_lmg // 30Cal weapon,sp/30cal_bipod weapon,sp/30cal_bipod_prone weapon,sp/30cal_bipod_crouch weapon,sp/30cal_bipod_stand xmodel,mounted_usa_30cal_bipod_lmg xmodel,mounted_usa_30cal_lmg xmodel,viewmodel_usa_30cal_bipod_lmg xmodel,viewmodel_usa_30cal_lmg xmodel,weapon_usa_30cal_bipod_lmg xmodel,weapon_usa_30cal_lmg // Type99 weapon,sp/type99_lmg_bipod weapon,sp/type99_lmg_bipod_stand weapon,sp/type99_lmg_bipod_crouch weapon,sp/type99_lmg_bipod_prone weapon,sp/type99_lmg_bipod_wet
IF you have a loadscreen:
codwaw/zone_source/nazi_zombie_yourmapname_load.csv
ignore,code_post_gfx ignore,common ui_map,maps/nazi_zombie_yourmapname.csv
[edit] Mod and Level Compiling
For the new gametype to work your level must be within a mod.
Create a new folder in codwaw/mods/
So you might have:
codwaw/mods/My_Zombie_mod
Create some new folders inside of "my_zombie_mod":
images (incase you have custom textures or backgrounds) weapons/sp (for new zombie weapons to be loaded)
(link to new weapons?)
In "my_zombie_mod" create some additional files:
mod.csv
(Uncomment if you actually have certain files)
// Menu String localize,myzombiemod,, // Loadscreen Image // material,loadscreen_nazi_zombie_yourmapname // Mission Screen Table // stringtable,maps/mapsTable.csv // ZombieMode include,zombiemode // Anim Trees rawfile,animtrees/generic_human.atr rawfile,animtrees/dog.atr
mod.arena
(This shows your level in the in-game maps list)
Compiling MOD
In Launcher.exe select the "Mod Builder Tab" and select "My_zombie_mod" from the list of mods.
(if you have custom textures/images then tick "images")
Tick in the right hand column:
weapons mod.arena mod.csv
Now to the top left tick:
Build mod.ff Fastfile Build IWD File
Click "Build MOD"
Compiling Level
In Launcher.exe select the "Compile Level Tab" and select "nazi_Zombie_yourmapname" from the list of maps.
Tick "Mod Specific map" from the right hand side and from the drop down box choose "My_zombie_mod".
Tick the following:
Compile BSP Compile Lights Compile Paths Compile Reflections Build FastFiles
Click "Compile"
Warning: On large levels this may take a while!
When finished the launcher will display "NO ACTIVE PROCESS" in the bottom left corner, do NOT do anything until then.
[edit] Testing
Load the SP game.
Click Mods, Select your mod and click launch, once the game restarts hosts a co-op game and select your level to play on or for solo testing from the main menu drop the console "¬" and type:
/map nazi_zombie_yourmapname
For developer mode
/developer 2 /devmap nazi_zombie_yourmapname
[edit] Distribution
If the level is working with no errors you can simply select the "my_zombie_mod" folder from codwaw/mods and right click> compress to zip file.
Use Normal compression. (Always include a readme with instructions inside the zip file!)
You can now give this zip file to your friends and have them extract it in:
Vista
C:\Users\yourusername\appData\Local\Activision\CoDWaW\mods
So AFTER extraction your zip a users directory would look like:
C:\Users\yourusername\appData\Local\Activision\CoDWaW\mods\my_zombie_mod
XP
C:\Documents and Settings\yourusername\Local Settings\Application Data\Activision\CoDWaW\mods
Users may have to create the "mods" folder.
All users must launch the mod before playing in co-op.
