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[Release] FX List - Printable Version

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FX List - Yamato - 01-04-2011

mmmmm, I have seen lot of people on different sites asking about the FX, and where do people get them from. I have written here a list, is not complete, if you want them all, find them by your way, its all in the game files(.FF).


Code:
AFGHAN level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" ); level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" ); level._effect[ "light_glow_white_bulb" ] = loadfx( "misc/light_glow_white_bulb" ); ------------------------------------------------------------------------------ SCRAPYARD level._effect[ "tanker_embers" ] = loadfx( "fire/tanker_embers" ); level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" ); level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" ); level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); ------------------------------------------------------------------------------------- WASTELAND level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" ); level._effect[ "ground_fog1200x1200_brecourt" ] = loadfx( "smoke/ground_fog1200x1200_brecourt" ); level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" ); ------------------------------------------------------------------------------------------------------- KARACHI level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_light" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); ------------------------------------------------------------------------------------------------------ DERAIL level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" ); level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" ); level._effect[ "snow_clouds" ] = loadfx( "snow/snow_clouds_mp_derail" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" ); ------------------------------------------------------------------------------------------------ ESTATE level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "ground_fog1200x1200_estate" ] = loadfx( "smoke/ground_fog1200x1200_estate" ); level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_estate" ); level._effect[ "waterfall_splash_large" ] = loadfx( "water/waterfall_splash_large_estate" ); level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops_estate" ); level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); ------------------------------------------------------------------------------------------------------- FAVELA level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); -------------------------------------------------------------------------------- HIGHRISE level._effect[ "ground_fog_mp_highrise_far" ] = loadfx( "smoke/ground_fog_mp_highrise_far" ); level._effect[ "fog_highrise_night" ] = loadfx( "smoke/fog_highrise_night" ); level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); ---------------------------------------------------------------------------------------------------------- INVASION level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "dust_wind_spiral" ] = loadfx( "dust/dust_spiral_runner" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "trash_spiral_runner_far" ] = loadfx( "misc/trash_spiral_runner_far" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); -------------------------------------------------------------------------------------------------------------- SKIDROW level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "ground_fog_mp_highrise_far" ] = loadfx( "smoke/ground_fog_mp_highrise_far" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" ); ------------------------------------------------------------------------------------ QUARRY level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "dust_spiral_runner" ] = loadfx( "dust/dust_spiral_runner" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "dust_spray_detail_oriented_runner" ] = loadfx( "dust/dust_spray_detail_oriented_runner" ); level._effect[ "light_shaft_motes_quarry" ] = loadfx( "dust/light_shaft_motes_quarry" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); --------------------------------------------------------------------------------------------------------------- RUNDOWN level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "fog_ground_200_rundown" ] = loadfx( "smoke/fog_ground_200_rundown" ); level._effect[ "fog_ground_200_heavy_rundown" ] = loadfx( "smoke/fog_ground_200_heavy_rundown" ); level._effect[ "fog_ground_400_rundown" ] = loadfx( "smoke/fog_ground_400_rundown" ); level._effect[ "fog_ground_500_far_rundown" ] = loadfx( "smoke/fog_ground_500_far_rundown" ); level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); --------------------------------------------------------------------------------------------------------- RUST level._effect[ "sand_storm_light" ] = loadfx( "weather/sand_storm_mp_rust" ); level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" ); level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" ); level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); ---------------------------------------------------------------------------------------------------------- SUB BASE level._effect[ "snow_light" ] = loadfx( "snow/snow_light_mp_subbase" ); level._effect[ "snow_wind" ] = loadfx( "snow/snow_wind" ); ------------------------------------------------------------------------------------------------------------------ TERMINAL level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" ); ------------------------------------------------------------------------------------------------------------- UNDERPASS level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" ); level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" ); level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" ); level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" ); level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" ); ------------------------------------------------------------------------------------------------------------------------- CARNIVAL level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "traffic" ] = loadfx( "props/traffic_mp_abandon" ); level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" ); level._effect[ "ground_fog_1200_abandon" ] = loadfx( "smoke/ground_fog_1200_abandon" ); level._effect[ "ground_fog_600_abandon" ] = loadfx( "smoke/ground_fog_600_abandon" ); level._effect[ "ground_fog_300_abandon" ] = loadfx( "smoke/ground_fog_300_abandon" ); level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); ------------------------------------------------------------------------------------------------------------------------- SALVAGE level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" ); level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "falling_junk_ring_runner" ] = loadfx( "misc/falling_junk_ring_runner" ); ---------------------------------------------------------------------------------------------- BAILOUT level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" ); level._effect[ "battlefield_smokebank_S_warm_thick" ] = loadfx( "smoke/battlefield_smokebank_S_warm_thick" ); level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "firelp_large_pm_far" ] = loadfx( "fire/firelp_large_pm_far" ); level._effect[ "firelp_small_pm_complex" ] = loadfx( "fire/firelp_small_pm_complex" ); level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_complex" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "powerline_runner_cheap_complex" ] = loadfx( "explosions/powerline_runner_cheap_complex" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); ------------------------------------------------------------------------------------------------------------ CRASH level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" ); level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); --------------------------------------------------------------------------------------------------------------- FUEL level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "oil_rig_fire_fuel" ] = loadfx( "fire/oil_rig_fire_fuel" ); level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner_fuel" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "dust_wind_fast_fuel" ] = loadfx( "dust/dust_wind_fast_fuel" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); ---------------------------------------------------------------------------------------------------------------- OVERGROWN level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" ); level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" ); level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "fog_daytime" ] = loadfx( "weather/fog_daytime" ); level._effect[ "mp_overgrown_insects01" ] = loadfx( "ambient_runners/mp_overgrown_insects01" ); level._effect[ "mp_overgrown_insects02" ] = loadfx( "ambient_runners/mp_overgrown_insects02" ); level._effect[ "mp_overgrown_insects03" ] = loadfx( "ambient_runners/mp_overgrown_insects03" ); level._effect[ "mp_overgrown_insects04" ] = loadfx( "ambient_runners/mp_overgrown_insects04" ); level._effect[ "mp_overgrown_insects05" ] = loadfx( "ambient_runners/mp_overgrown_insects05" ); level._effect[ "mp_overgrown_fog_daytime01" ] = loadfx( "ambient_runners/mp_overgrown_fog_daytime01" ); level._effect[ "mp_overgrown_leavesfall01" ] = loadfx( "ambient_runners/mp_overgrown_leavesfall01" ); level._effect[ "mp_overgrown_leavesground01" ] = loadfx( "ambient_runners/mp_overgrown_leavesground01" ); --------------------------------------------------------------------------------------------------------------- STORM level._effect[ "rain_mp_storm" ] = loadfx( "weather/rain_mp_storm" ); level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" ); level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" ); level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" ); level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_storm" ); level._effect[ "smoke_plume_white_01" ] = loadfx( "smoke/smoke_plume_white_01" ); level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" ); level._effect[ "waterfall_drainage_mp" ] = loadfx( "water/waterfall_drainage_mp" ); level._effect[ "waterfall_drainage_mp_small" ] = loadfx( "water/waterfall_drainage_mp_small" ); level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" ); ---------------------------------------------------------------------------------------------------------------- STRIKE level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort"); level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm"); level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a"); level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast_paper"); level._effect["dust_wind_slow"] = loadfx ("dust/dust_wind_slow_paper"); level._effect["dust_wind_spiral"] = loadfx ("misc/trash_spiral_runner"); level._effect["battlefield_smokebank_S"] = loadfx ("smoke/battlefield_smokebank_S"); level._effect["hallway_smoke_light"] = loadfx ("smoke/hallway_smoke_light"); level._effect["paper_falling"] = loadfx( "misc/paper_falling_dlc" ); --------------------------------------------------------------------------------------------------------------------------- TRAILERPARK level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" ); ----------------------------------------------------------------------------------------------------------------------------- VACANT level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" ); level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" ); level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" ); level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" ); level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" ); level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" ); level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" ); ------------------------------------------------------------------------------------------------------------------------- ///////////////////////////////////////////////////KILLSTREAKS///////////////////////////////////////////////////////////////////// -------------------------------------------------------------------------------------------------------------------- NUKE AND EMP FX level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" ); level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" ); level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" ); level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" ); -------------------------------------------------------------------------------------- HARRIER EFFECTS playHarrierFx() { self endon ( "death" ); wait( 0.2 ); playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" ); playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" ); wait( 0.2 ); playfxontag( level.harrier_afterburnerfx, self, "tag_engine_right" ); playfxontag( level.harrier_afterburnerfx, self, "tag_engine_left" ); wait( 0.2 ); playfxontag( level.harrier_afterburnerfx, self, "tag_engine_right2" ); playfxontag( level.harrier_afterburnerfx, self, "tag_engine_left2" ); wait( 0.2 ); playFXOnTag( level.chopper_fx["light"]["left"], self, "tag_light_L_wing" ); wait ( 0.2 ); playFXOnTag( level.chopper_fx["light"]["right"], self, "tag_light_R_wing" ); wait ( 0.2 ); playFXOnTag( level.chopper_fx["light"]["belly"], self, "tag_light_belly" ); wait ( 0.2 ); playFXOnTag( level.chopper_fx["light"]["tail"], self, "tag_light_tail" ); } stopHarrierWingFx() { stopfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" ); stopfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" ); } startHarrierWingFx() { wait ( 3.0); if ( !isDefined( self ) ) return; playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" ); playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" ); } --------------------------------------------------------------------------------- TANK precacheTurret( "abrams_minigun_mp" ); level.tankFire = loadfx( "explosions/large_vehicle_explosion" ); level.tankCover = loadfx( "props/american_smoke_grenade_mp" ); -------------------------------------------------------------------------------- HELICOPTERS level.chopper_fx["explode"]["death"] = []; level.chopper_fx["explode"]["large"] = loadfx ("explosions/helicopter_explosion_secondary_small"); level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion"); level.chopper_fx["smoke"]["trail"] = loadfx ("smoke/smoke_trail_white_heli"); level.chopper_fx["fire"]["trail"]["medium"] = loadfx ("fire/fire_smoke_trail_L_emitter"); level.chopper_fx["fire"]["trail"]["large"] = loadfx ("fire/fire_smoke_trail_L"); level.chopper_fx["damage"]["light_smoke"] = loadfx ("smoke/smoke_trail_white_heli_emitter"); level.chopper_fx["damage"]["heavy_smoke"] = loadfx ("smoke/smoke_trail_black_heli_emitter"); level.chopper_fx["damage"]["on_fire"] = loadfx ("fire/fire_smoke_trail_L_emitter"); level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" ); level.chopper_fx["light"]["right"] = loadfx( "misc/aircraft_light_wingtip_red" ); level.chopper_fx["light"]["belly"] = loadfx( "misc/aircraft_light_red_blink" ); level.chopper_fx["light"]["tail"] = loadfx( "misc/aircraft_light_white_blink" ); level.fx_heli_dust = loadfx ("treadfx/heli_dust_default"); level.fx_heli_water = loadfx ("treadfx/heli_water"); -------------------------------------------------------------------------- AIRSTRIKE precacheTurret( "harrier_FFAR_mp" ); level.onfirefx = loadfx ("fire/fire_smoke_trail_L"); level.airstrikefx = loadfx ("explosions/clusterbomb"); level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown"); level.bombstrike = loadfx ("explosions/wall_explosion_pm_a"); level.stealthbombfx = loadfx ("explosions/stealth_bomb_mp"); level.harrier_smoke = loadfx("fire/jet_afterburner_harrier_damaged"); level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier"); level.harrier_afterburnerfx = loadfx ("fire/jet_afterburner_harrier"); level.fx_airstrike_afterburner = loadfx ("fire/jet_afterburner"); level.fx_airstrike_contrail = loadfx ("smoke/jet_contrail"); --------------------------------------------------------------------------------- AC130 level._effect[ "cloud" ] = loadfx( "misc/ac130_cloud" ); level._effect[ "beacon" ] = loadfx( "misc/ir_beacon_coop" ); level._effect[ "ac130_explode" ] = loadfx( "explosions/aerial_explosion_ac130_coop" ); level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" ); level._effect[ "ac130_light_red" ] = loadfx( "misc/aircraft_light_wingtip_red" ); level._effect[ "ac130_light_white_blink" ] = loadfx( "misc/aircraft_light_white_blink" ); level._effect[ "ac130_light_red_blink" ] = loadfx( "misc/aircraft_light_red_blink" ); level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" ); // ac130 muzzleflash effects for player on ground to see level._effect[ "coop_muzzleflash_105mm" ] = loadfx( "muzzleflashes/ac130_105mm" ); level._effect[ "coop_muzzleflash_40mm" ] = loadfx( "muzzleflashes/ac130_40mm" ); -----------------------------------------------------------------------------------------------


I hope I have helped some people with this, Big Grin. Here are killstreaks and maps FX.[/code]


RE: FX List - Cgallagher - 01-09-2011

Goodjob


RE: FX List - TechnoX - 05-10-2011

Thanks