Initial commit of IW4x rawfiles as of IW4x version 0.6.1

pull/3/head
Dv4L 2021-04-04 18:20:03 +02:00
parent 123c13c92e
commit aa7fa3afcf
705 changed files with 287401 additions and 0 deletions

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tree_desertpalm01_strongwind
tree_desertpalm01_still
tree_desertpalm02_strongwind
tree_desertpalm02_still
tree_desertpalm03_strongwind
tree_desertpalm03_still
foliage_pacific_palms06_sway
foliage_codo_plantain_still
foliage_codo_plantain_sway
foliage_codo_short_palm_1_still
foliage_codo_short_palm_1_sway
foliage_palm_bare_1_still
foliage_palm_bare_1_sway
foliage_palm_bare_1_sway2
foliage_palm_bare_2_still
foliage_palm_bare_2_sway
foliage_palm_bare_2_sway2
foliage_palm_bare_3_still
foliage_palm_bare_3_sway
foliage_palm_bare_3_sway2
foliage_palm_tree_1_still
foliage_palm_tree_1_sway
palmtree_tall3_sway_tropical
foliage_tropical_estate_still
foliage_tropical_estate_sway
palmtree_tall1_sway
palmtree_tall1_still
palmtree_tall2_sway
palmtree_tall2_still
palmtree_tall3_sway
palmtree_tall3_still
palmtree_med1_sway
palmtree_med1_still
palmtree_med2_sway
palmtree_med2_still
palmtree_bushy1_sway
palmtree_bushy1_still
palmtree_bushy2_sway
palmtree_bushy2_still
palmtree_bushy3_sway
palmtree_bushy3_still
palmtree_mp_tall1_sway
palmtree_mp_tall2_sway
palmtree_mp_tall3_sway
palmtree_mp_med1_sway
palmtree_mp_med2_sway
palmtree_mp_bushy1_sway
palmtree_mp_bushy2_sway
palmtree_mp_bushy3_sway
ICBM_turbofan50_spin
ICBM_turbofan64_spin
ICBM_turbofan176_spin
launchfacility_b_emergencylight
me_statue_destroy_base_01
oilrig_derrick_collapse
invasion_square_flag_medium_wind01
invasion_square_flag_medium_wind02
hanging_clothes_apron_wind_medium
hanging_clothes_long_sleeve_wind_medium
hanging_clothes_sheet_wind_medium
hanging_clothes_short_sleeve_wind_medium
foliage_pacific_fern01_sway
foliage_pacific_fern02_sway
foliage_pacific_palms08_sway
foliage_pacific_tropic_shrub01_sway
jeepride_shrubgroup_02_sway
foliage_tree_oak_1_sway
foliage_dead_pine_med_sway
foliage_dead_pine_lg_sway
foliage_red_pine_sm_sway
foliage_red_pine_lg_sway
foliage_red_pine_xl_sway
foliage_red_pine_xxl_sway
foliage_cod5_tree_jungle_01_sway
foliage_cod5_tree_jungle_02_sway
foliage_cod5_tree_jungle_03_sway
wallfan_streamers
windsock_wind_medium
highrise_fencetarp_01_wind
highrise_fencetarp_02_wind
highrise_fencetarp_03_wind
highrise_fencetarp_04_wind
highrise_fencetarp_05_wind
highrise_fencetarp_06_wind
highrise_fencetarp_07_wind
highrise_fencetarp_08_wind
highrise_fencetarp_09_wind
highrise_fencetarp_10_wind
afghan_camo_tarp_wind
foliage_pacific_bushtree01_sway
foliage_tree_river_birch_med_a_sway
foliage_cod5_tree_pine05_large_sway
foliage_tree_river_birch_xl_a_sway
foliage_tree_birch_yellow_1_sway
foliage_desertbrush_1_sway
foliage_red_pine_med_sway
roofvent_rotate
training_basketball_ball
gulag_rescueB_pistol_reshoot
airport_ending_climbin_makarov_weapon
laptop_chair_idle
laptop_chair_runin

15
iw4x/iw4x_00/bots.txt Normal file
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/dev/../
/dev/console
/dev/full
/dev/random
/dev/sdb
/dev/sr0
/dev/tty0
/dev/urandom
RektInator
Doctor
Dss0
Jimbo
lsb_release -a
Lunarion
Snake

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "ex_airconditioner_fan" ] = %ex_airconditioner_fan;
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "chicken_cage_loop_01" ] = %chicken_cage_loop_01;
level._destructible_preanims[ "chicken_cage_loop_02" ] = %chicken_cage_loop_02;
level._destructible_preanims[ "chicken_cage_death" ] = %chicken_cage_death;
level._destructible_preanims[ "chicken_cage_death_02" ] = %chicken_cage_death_02;
}

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#using_animtree( "destructibles_dlc2" );
main()
{
level._destructible_preanims[ "fortune_machine_anim" ] = %fortune_machine_anim;
level._destructible_preanims[ "fortune_machine_des" ] = %fortune_machine_des;
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "generator_explode" ] = %generator_explode;
level._destructible_preanims[ "generator_explode_02" ] = %generator_explode_02;
level._destructible_preanims[ "generator_explode_03" ] = %generator_explode_03;
level._destructible_preanims[ "generator_vibration" ] = %generator_vibration;
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "light_fluorescent_swing" ] = %light_fluorescent_swing;
level._destructible_preanims[ "light_fluorescent_null" ] = %light_fluorescent_null;
level._destructible_preanims[ "light_fluorescent_swing_02" ] = %light_fluorescent_swing_02;
level._effect[ "spotlight_fx" ] = loadfx( "misc/fluorescent_spotlight" );
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "light_fluorescent_single_swing" ] = %light_fluorescent_single_swing;
level._destructible_preanims[ "light_fluorescent_single_null" ] = %light_fluorescent_single_null;
level._destructible_preanims[ "light_fluorescent_single_swing_02" ] = %light_fluorescent_single_swing_02;
level._destructible_preanims[ "light_fluorescent_single_swing_03" ] = %light_fluorescent_single_swing_03;
level._effect[ "spotlight_fx" ] = loadfx( "misc/fluorescent_spotlight" );
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "locker_broken_both_doors_1" ] = %locker_broken_both_doors_1;
level._destructible_preanims[ "locker_broken_both_doors_2" ] = %locker_broken_both_doors_2;
level._destructible_preanims[ "locker_broken_both_doors_3" ] = %locker_broken_both_doors_3;
level._destructible_preanims[ "locker_broken_both_doors_4" ] = %locker_broken_both_doors_4;
level._destructible_preanims[ "locker_broken_door1_slow" ] = %locker_broken_door1_slow;
level._destructible_preanims[ "locker_broken_door1_fast" ] = %locker_broken_door1_fast;
level._destructible_preanims[ "locker_broken_door2_slow" ] = %locker_broken_door2_slow;
level._destructible_preanims[ "locker_broken_door2_fast" ] = %locker_broken_door2_fast;
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "me_fanceil1_spin" ] = %me_fanceil1_spin;
level._destructible_preanims[ "me_fanceil1_spin_stop" ] = %me_fanceil1_spin_stop;
}

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#using_animtree( "destructibles_dlc" );
main()
{
level._destructible_preanims[ "security_camera_idle" ] = %security_camera_idle;
level._destructible_preanims[ "security_camera_null" ] = %security_camera_null;
level._destructible_preanims[ "security_camera_destroy" ] = %security_camera_destroy;
}

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#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "wall_fan_rotate" ] = %wall_fan_rotate;
level._destructible_preanims[ "wall_fan_wobble" ] = %wall_fan_wobble;
level._destructible_preanims[ "wall_fan_stop" ] = %wall_fan_stop;
}

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set ui_browserFriendlyfire -1
set ui_browserKillcam -1
set ui_browserMod -1
set ui_browserShowDedicated 0
set ui_browserShowEmpty 1
set ui_browserShowFull 1
set ui_browserShowPassword -1
set ui_browserShowPunkBuster -1
set ui_browserShowPure 1
set ui_netSource 1

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// moved controls into default_mp_controls.cfg
exec default_mp_controls.cfg
con_showchannel *
exec default_mp_gamesettings.cfg
exec default_filter.cfg
// ==== all of below should be moved to code ====
set cl_voice 0
// PC - default server settings:
set scr_game_allowkillcam 1
// disabled - why is this different on PC?
//set ui_buildLocation -60 460
// looks better than default
//set ui_buildLocation -30 20
set ui_buildLocation -20 15

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unbindall
// Movement
bind w "+forward"
bind s "+back"
bind a "+moveleft"
bind d "+moveright"
bind q "+leanleft"
bind e "+leanright"
// Weapon Controls
bind SHIFT "+breath_sprint"
bind MOUSE1 "+attack"
bind MOUSE2 "+toggleads_throw"
bind v "+melee"
bind n "+actionslot 1" //Nightvision
bind 3 "+actionslot 3" //Grenade Launcher
bind 6 "+actionslot 4" //equipment (c4 + airsupport)
bind 5 "+actionslot 2" //
// Weapon Slots
bind 1 "weapnext"
bind 2 "weapnext"
// Inventory
bind MOUSE3 "+frag"
bind g "+frag"
bind 4 "+smoke"
// Interaction
bind f "+activate"
bind r "+reload"
bind TAB "+scores"
// Stance
bind SPACE "+gostand"
bind CTRL "toggleprone"
bind c "togglecrouch"
// Mouse movement dvars
set sensitivity "5"
set cl_freelook "1"
set ui_mousePitch "0"
set m_pitch "0.022"
set m_filter "0"
set cl_mouseAccel "0"
// Menus
bind PAUSE "toggle cl_paused"
bind ESCAPE "togglemenu"
bind ~ "toggleconsole"
bind ` "toggleconsole"
// MULTIPLAYER CONTROLS
bind t "chatmodepublic"
bind b "mp_QuickMessage" //nightvision is on n now
bind y "chatmodeteam"
//bind z "+talk"
//bind x "openscriptmenu ingame changeweapon"
// CLIENT ENVIRONMENT COMMANDS
bind F12 "screenshotJPEG"

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// Gameplay settings in here only.
// No controller or keyboard bindings.
// Nothing platform specific.
// UI DEFAULTS
set ui_borderLowLightScale 0.35
set ui_mapname mp_afghan
set ui_gametype war
set cg_hudlegacysplitscreenscale 2
set cg_hudsplitscreenstancescale 2
set cg_hudsplitscreencompassscale 1.5
set cg_headiconminscreenradius 0.025
set ui_allow_controlschange 1
set ui_showmap 1
set cg_hudMapBorderWidth 2
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set waypointIconHeight 36
set waypointIconWidth 36
set waypointOffscreenPointerDistance 20
//set cg_fovscale 1
set cg_drawCrosshair 1
set cg_drawCrosshairNames 1
set scr_RequiredMapAspectratio 1
set scr_patientZero ""
set scr_tispawndelay 0
set scr_riotShieldXPBullets 15
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.015
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set cg_weaponHintsCoD1Style 1
set cg_everyonehearseveryone 0
// SHARED GAMETYPE DEFAULTS
set scr_thirdPerson 0
// gameplay
set scr_game_graceperiod 0
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
set scr_nukeTimer 10
set scr_nukeCancelMode 0
set perk_scavengerMode 0
set perk_blastShield 65
set perk_armorPiercingDamage 40
set scr_game_killstreakdelay 0
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
set scr_explBulletMod 1
set scr_maxPerPlayerExplosives 2
// rest XP
set scr_restxp_enable 0
set scr_restxp_minRestTime 4 // hours before rest starts taking effect
set scr_restxp_levelsPerDay 0.5 // levels of rest XP awarded per day of rest
set scr_restxp_cap 0.5 // max levels of rest XP allowed to accumulate
set scr_restxp_restedAwardScale 0.5 // multiplier for extra XP given while rested
set scr_restxp_timescale 1 // for debugging
// UI
set g_hardcore 0
set scr_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set ui_hud_hardcore 0
set ui_hud_obituaries 1
set ui_hud_showobjicons 1
// DEATHMATCH
set scr_dm_scorelimit 1500
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 7500
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SABOTAGE
set scr_sab_scorelimit 0
set scr_sab_timelimit 20
set scr_sab_roundlimit 1
set scr_sab_winlimit 1
set scr_sab_roundswitch 1
set scr_sab_numlives 0
set scr_sab_bombtimer 30
set scr_sab_planttime 2.5
set scr_sab_defusetime 5
set scr_sab_hotpotato 0
set scr_sab_playerrespawndelay 7.5
set scr_sab_waverespawndelay 0
set scr_sab_promode 0
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// KING OF THE HILL
set scr_koth_scorelimit 250
set scr_koth_timelimit 15
set scr_koth_roundlimit 1
set scr_koth_winlimit 1
set scr_koth_roundswitch 1
set scr_koth_numlives 0
set scr_koth_playerrespawndelay 0
set scr_koth_waverespawndelay 0
set koth_autodestroytime 60
set koth_spawntime 30
set koth_kothmode 0
set koth_capturetime 20
set koth_destroytime 10
set koth_delayPlayer 0
set koth_spawnDelay 60
set koth_extraDelay 0
set koth_proMode 0
set scr_koth_promode 0
// ONE FLAG CTF
set scr_oneflag_scorelimit 1
set scr_oneflag_timelimit 3
set scr_oneflag_roundlimit 0
set scr_oneflag_winlimit 4
set scr_oneflag_roundswitch 3 // rounds between switching teams
set scr_oneflag_numlives 0
set scr_oneflag_playerrespawndelay 0
set scr_oneflag_waverespawndelay 0
set scr_oneflag_promode 0
set sv_maxclients 18 //Intricate - 18 is max not 24
set scr_xpscale 1
set useRelativeTeamColors 0
// ARENA
set scr_arena_scorelimit 1
set scr_arena_timelimit 2.5
set scr_arena_roundlimit 0
set scr_arena_winlimit 4
set scr_arena_numlives 1
set scr_arena_roundswitch 3
set scr_arena_promode 0
// DD
set scr_dd_scorelimit 1
set scr_dd_timelimit 2.5
set scr_dd_roundlimit 3
set scr_dd_winlimit 2
set scr_dd_numlives 0
set scr_dd_roundswitch 1
set scr_dd_playerrespawndelay 0
set scr_dd_waverespawndelay 0
set scr_dd_bombtimer 45
set scr_dd_planttime 5
set scr_dd_defusetime 5
set scr_dd_addtime 2.5
set scr_dd_promode 0
// VIP
set scr_vip_scorelimit 1
set scr_vip_timelimit 2.5
set scr_vip_roundlimit 3
set scr_vip_winlimit 2
set scr_vip_numlives 0
set scr_vip_roundswitch 1
set scr_vip_promode 0
// CTF
set scr_ctf_scorelimit 0
set scr_ctf_timelimit 10
set scr_ctf_roundlimit 1
set scr_ctf_winlimit 1
set scr_ctf_waverespawndelay 10
set scr_ctf_halftime 1
set scr_ctf_numlives 0
set scr_ctf_playerrespawndelay 0
set scr_ctf_returntime 30
set scr_ctf_promode 0
// 3rd Person
set camera_thirdperson 0
// GTNW
set scr_gtnw_scorelimit 101
set scr_gtnw_timelimit 10
set scr_gtnw_roundlimit 1
set scr_gtnw_winlimit 1
set scr_gtnw_roundswitch 0
set scr_gtnw_numlives 0
set scr_gtnw_playerrespawndelay 0
set scr_gtnw_waverespawndelay 0
set scr_gtnw_promode 0
// TEAM DEFENDER
set scr_tdef_scorelimit 7500
set scr_tdef_timelimit 10
set scr_tdef_roundlimit 1
set scr_tdef_winlimit 1
set scr_tdef_numlives 0
set scr_tdef_playerrespawndelay 0
set scr_tdef_waverespawndelay 0
set scr_tdef_promode 0
// INFECTED
set scr_infected_pick_time 15
set scr_infected_allow_inf_tk 1
set scr_infected_allow_inf_ti 1
set scr_infected_allow_allies_equipment 1
set scr_infected_allow_allies_starting_perks 1
set scr_infected_allow_allies_specialist 1
set scr_infected_allow_allies_attachments 1
// Airdrops
set scr_airdrop_ammo 17
set scr_airdrop_uav 17
set scr_airdrop_counter_uav 15
set scr_airdrop_sentry 12
set scr_airdrop_predator_missile 12
set scr_airdrop_precision_airstrike 11
set scr_airdrop_harrier_airstrike 7
set scr_airdrop_helicopter 7
set scr_airdrop_helicopter_flares 5
set scr_airdrop_stealth_airstrike 5
set scr_airdrop_helicopter_minigun 3
set scr_airdrop_ac130 3
set scr_airdrop_emp 1
set scr_airdrop_nuke 0
set scr_airdrop_mega_ammo 12
set scr_airdrop_mega_uav 12
set scr_airdrop_mega_counter_uav 16
set scr_airdrop_mega_sentry 16
set scr_airdrop_mega_predator_missile 14
set scr_airdrop_mega_precision_airstrike 10
set scr_airdrop_mega_harrier_airstrike 5
set scr_airdrop_mega_helicopter 5
set scr_airdrop_mega_helicopter_flares 3
set scr_airdrop_mega_stealth_airstrike 3
set scr_airdrop_mega_helicopter_minigun 2
set scr_airdrop_mega_ac130 2
set scr_airdrop_mega_emp 0
set scr_airdrop_mega_nuke 0
// MOAB
set scr_nuke_is_moab 0 //Intricate - Set MOAB always as 'false', unless server wants it to be.

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reset waypointOffscreenScaleSmallest
reset cg_drawCrosshair
reset cg_drawCrosshairNames
reset ragdoll_explode_force
reset ragdoll_explode_upbias
reset jump_height
reset jump_slowdownEnable
reset bg_fallDamageMinHeight
reset bg_fallDamageMaxHeight
reset cg_hudGrenadeIconHeight
reset cg_hudGrenadeIconWidth
reset cg_hudGrenadeIconOffset
reset cg_hudGrenadePointerHeight
reset cg_hudGrenadePointerWidth
reset cg_hudGrenadePointerPivot
reset com_gameMsgWindow1LineCount
//reset cg_fovscale
reset cg_drawTalk
set ui_allow_teamchange 0
set scr_hardcore 0
set g_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set scr_xpscale 1
set scr_thirdPerson 0
set scr_game_killstreakdelay 8
set partyChatDisallowed 0
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.025
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set cg_weaponHintsCoD1Style 1
set cg_everyonehearseveryone 0
// SHARED GAMETYPE DEFAULTS
// gameplay
set scr_game_graceperiod 15
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
// UI
set ui_hud_hardcore 0
set ui_hud_obituaries 1
set ui_hud_showobjicons 1
// DEATHMATCH
set scr_dm_scorelimit 1500
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 7500
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SABOTAGE
set scr_sab_scorelimit 0
set scr_sab_timelimit 20
set scr_sab_roundlimit 1
set scr_sab_winlimit 1
set scr_sab_roundswitch 1
set scr_sab_numlives 0
set scr_sab_bombtimer 30
set scr_sab_planttime 2.5
set scr_sab_defusetime 5
set scr_sab_hotpotato 0
set scr_sab_playerrespawndelay 7.5
set scr_sab_waverespawndelay 0
set scr_sab_promode 0
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// KING OF THE HILL
set scr_koth_scorelimit 250
set scr_koth_timelimit 15
set scr_koth_roundlimit 1
set scr_koth_winlimit 1
set scr_koth_roundswitch 1
set scr_koth_numlives 0
set scr_koth_playerrespawndelay 0
set scr_koth_waverespawndelay 0
set koth_autodestroytime 60
set koth_spawntime 30
set koth_kothmode 0
set koth_capturetime 20
set koth_destroytime 10
set koth_delayPlayer 0
set koth_spawnDelay 60
set koth_proMode 0
set scr_koth_promode 0
// ONE FLAG CTF
set scr_oneflag_scorelimit 1
set scr_oneflag_timelimit 3
set scr_oneflag_roundlimit 0
set scr_oneflag_winlimit 4
set scr_oneflag_roundswitch 3 // rounds between switching teams
set scr_oneflag_numlives 0
set scr_oneflag_playerrespawndelay 0
set scr_oneflag_waverespawndelay 0
set scr_oneflag_promode 0
// ARENA
set scr_arena_scorelimit 1
set scr_arena_timelimit 2.5
set scr_arena_roundlimit 0
set scr_arena_winlimit 4
set scr_arena_numlives 1
set scr_arena_roundswitch 3
set scr_arena_promode 0
// DD
set scr_dd_scorelimit 1
set scr_dd_timelimit 2.5
set scr_dd_roundlimit 3
set scr_dd_winlimit 2
set scr_dd_numlives 0
set scr_dd_roundswitch 1
set scr_dd_playerrespawndelay 0
set scr_dd_waverespawndelay 0
set scr_dd_bombtimer 45
set scr_dd_planttime 5
set scr_dd_defusetime 5
set scr_dd_addtime 2.5
set scr_dd_promode 0
// VIP
set scr_vip_scorelimit 1
set scr_vip_timelimit 2.5
set scr_vip_roundlimit 3
set scr_vip_winlimit 2
set scr_vip_numlives 0
set scr_vip_roundswitch 1
set scr_vip_promode 0
// CTF
set scr_ctf_scorelimit 0
set scr_ctf_timelimit 10
set scr_ctf_roundlimit 1
set scr_ctf_winlimit 1
set scr_ctf_waverespawndelay 10
set scr_ctf_halftime 1
set scr_ctf_numlives 0
set scr_ctf_playerrespawndelay 0
set scr_ctf_returntime 30
set scr_ctf_promode 0
// 3rd Person
set camera_thirdperson 0
set aim_autoaim_enabled 0
// GTNW
set scr_gtnw_scorelimit 101
set scr_gtnw_timelimit 10
set scr_gtnw_roundlimit 1
set scr_gtnw_winlimit 1
set scr_gtnw_roundswitch 0
set scr_gtnw_numlives 0
set scr_gtnw_playerrespawndelay 0
set scr_gtnw_waverespawndelay 0
set scr_gtnw_promode 0

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<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<script src="https://code.jquery.com/jquery-2.2.4.min.js"></script>
<script src="script.js"></script>
<link rel="stylesheet" href="style.css">
<!-- This will be updated dynamically -->
<title>IW4x Server</title>
</head>
<body>
<h1 id="header">Welcome to <span id="servername">IW4x Server</span></h1>
<table id="serverinfo">
<thead>
<tr>
<th colspan="3">Serverinfo</th>
</tr>
</thead>
</table>
<span id="connect">Connect</span>
<table id="playertable">
<thead>
<tr>
<th>Player</th>
<th>Score</th>
<th>Ping</th>
</tr>
</thead>
<tbody id="players">
</tbody>
</table>
<!-- <div id="footer">
Get IW4x!
</div> -->
</body>
</html>

112
iw4x/iw4x_00/html/script.js Normal file
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window.address = location.hostname + (location.port ? ':' + location.port : '');
window.origin = location.protocol + '//' + window.address;
function toBool (data)
{
if (data > 0)
{
return "Yes";
}
return "No";
}
function getFfType (data)
{
switch(data)
{
case 0:
return "Disabled";
break;
case 1:
return "Enabled";
break;
case 2:
return "Reflected";
break;
case 3:
return "Shared";
break;
default:
return "Disabled";
}
}
function getServerInfo(status, countPlayers)
{
var friendlyFire = status.scr_team_fftype;
var mod = status.fs_game;
if (!mod)
{
mod = "";
}
var row = "<tr>";
row += "<td><b>Map:</b> " + status.mapname + "</td><td><b>Gametype:</b> " + status.g_gametype + "</td><td><b>Players:</b> " + countPlayers + "/" + status.sv_maxclients + "</td>";
row += "</tr><tr>"
row += "<td><b>Mod:</b> " + mod.replace(/^mods\//g, "") + "</td><td><b>Security Level:</b> " + status.sv_securityLevel + "</td><td><b>Password Protected:</b> " + toBool(status.isPrivate) + "</td>";
row += "</tr><tr>"
row += "<td><b>Hardcore Mode:</b> " + toBool(status.g_hardcore) + "</td><td><b>KillCam:</b> " + toBool(status.scr_game_allowkillcam) + "</td><td><b>Friendly Fire:</b> " + getFfType(status.scr_team_fftype) + "</td>";
row += "</tr>"
$("#serverinfo").append(row);
}
function buildPlayerList(players)
{
for (var i = 0; i < players.length; ++i)
{
var row = "<tr>";
row += "<td>" + players[i].name + "</td>";
row += "<td>" + players[i].score + "</td>";
row += "<td>" + players[i].ping + "</td>";
row += "</tr>";
$("#players").append(row);
}
if (players.length == 0)
{
$("#playertable").fadeOut(1);
}
}
function buildPage(data)
{
// Get dvar sv_hostname and remove color codes
var hostname = (data["status"]["sv_hostname"]).replace(/\^[0-9:;c]/g, "");
// Set title
document.title = hostname
$("#servername").text(document.title);
//$("#info").text(JSON.stringify(data));
getServerInfo(data["status"], data["players"].length);
buildPlayerList(data["players"]);
$('body').fadeIn(300);
}
$(document).ready(function()
{
$("#connect").click(function()
{
location.replace("iw4x://" + window.address);
});
$.getJSON(origin + "/info", function(data)
{
console.log(data);
setTimeout(buildPage.bind(undefined, data), 10);
}).fail(function()
{
alert("An error occured while updating the server information!");
});
$("#footer").click(function()
{
location.replace("https://iw4xcachep26muba.onion.to");
});
});

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@import url(https://fonts.googleapis.com/css?family=Open+Sans:400,300);
html,
body {
margin: 0;
font-family: 'Open Sans', sans-serif;
}
body {
display: none;
text-align: center;
background-color: white;
background-repeat: no-repeat;
background-size: cover;
background-image: url("img/background_default.png");
color: #fafafa;
}
body> h1,
body> table,
body thead,
body tr,
body th {
margin: auto;
text-align: center;
}
body> table {
width: 90%;
border-collapse: collapse;
border: 1px solid rgba(250, 250, 250, 0.6);
background-color: rgba(100, 100, 100, 0.4);
border: none;
}
body th,
body td {
width: 33%;
border: 1px solid rgba(250, 250, 250, 0.6);
}
body th {
font-size: 20px;
}
#header {
margin-top: 20px;
font-weight: bold;
}
#connect {
margin: auto;
text-align: center;
cursor: pointer;
color: #fafafa;
background-color: rgba(100, 100, 100, 0.4);
padding-left: 12px;
padding-right: 12px;
padding-top: 3px;
padding-bottom: 3px;
font-size: 24px;
}
#connect:hover {
color: black;
background-color: transparent;
}
#serverinfo {
margin-top: 40px;
margin-bottom: 40px;
}
#serverinfo td {
padding-left: 10px;
text-align: left;
}
#playertable {
margin-top: 40px;
}
#footer {
position: absolute;
bottom: 0;
padding-bottom: 10px;
width: 100%;
overflow: hidden;
cursor: pointer;
color: #fafafa;
}
#footer:hover {
color: black;
}

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VERSION "1"
FILENOTES "Official IW4x localized strings"
REFERENCE MPUI_VIP_CAPS
LANG_ENGLISH "VIP"
REFERENCE MENU_GTNW_DESC
LANG_ENGLISH "Teams fight for capturing the nuclear payload to activate the nuclear strike."
REFERENCE MPUI_GUNGAME
LANG_ENGLISH "Gun Game"
REFERENCE MPUI_GUNGAME_CAPS
LANG_ENGLISH "GUN GAME"
REFERENCE MENU_GUNGAME_DESC
LANG_ENGLISH "Be the first to dominate with every gun."
REFERENCE MPUI_SHARPSHOOTER
LANG_ENGLISH "Sharpshooter"
REFERENCE MPUI_SHARPSHOOTER_CAPS
LANG_ENGLISH "SHARPSHOOTER"
REFERENCE MENU_SHARPSHOOTER
LANG_ENGLISH "All players are given the same weapon, selected randomly. Every 45 seconds, a new weapon is selected at random and used by all."
REFERENCE MPUI_OITC
LANG_ENGLISH "One in the Chamber"
REFERENCE MPUI_OITC_CAPS
LANG_ENGLISH "ONE IN THE CHAMBER"
REFERENCE MENU_OITC_DESC
LANG_ENGLISH "Gain ammo by eliminating enemies. Highest score wins."
REFERENCE MPUI_CONF
LANG_ENGLISH "Kill Confirmed"
REFERENCE MPUI_CONF_CAPS
LANG_ENGLISH "KILL CONFIRMED"
REFERENCE MENU_CONF
LANG_ENGLISH "Recover Dog Tags to score for your team and deny enemy scores."
REFERENCE CONF_GAME_DESC
LANG_ENGLISH "Collect Dog Tags to win."
REFERENCE MPUI_INF
LANG_ENGLISH "Infected"
REFERENCE MPUI_INF_CAPS
LANG_ENGLISH "INFECTED"
REFERENCE MENU_INF
LANG_ENGLISH "Eliminated Survivors become Infected. Infect everyone, or survive the game to win."
REFERENCE INF_GAME_DESC
LANG_ENGLISH "Eliminated Survivors become Infected. Infect everyone, or survive the game to win."
REFERENCE INF_WAIT_FOR_PLAYERS
LANG_ENGLISH "Waiting for more players..."
REFERENCE INF_COUNTDOWN
LANG_ENGLISH "Infection countdown: "
REFERENCE INF_ALLIES_ELIM
LANG_ENGLISH "Survivors eliminated."
REFERENCE INF_GOT_INFECTED
LANG_ENGLISH "Infected!"
REFERENCE INF_LAST_ALIVE
LANG_ENGLISH "Last Alive!"
REFERENCE INF_SURVIVOR
LANG_ENGLISH "Survivor!"
REFERENCE CONF_PICKEDUP_TAGS
LANG_ENGLISH "RETREIVED TAGS"
REFERENCE CONF_KILL_DENIED
LANG_ENGLISH "KILL DENIED"
REFERENCE CONF_KILL_CONFIRMED
LANG_ENGLISH "KILL CONFIRMED"
REFERENCE MPUI_CRANKED
LANG_ENGLISH "Cranked"
REFERENCE MPUI_CRANKED_CAPS
LANG_ENGLISH "CRANKED"
REFERENCE MENU_CRANKED
LANG_ENGLISH "Kills give you extra perks, 2x scoring, and a time limit. Chain kills to stay alive!"
REFERENCE OBJECTIVES_TDEF_ATTACKER_HINT
LANG_ENGLISH "Capture flag for team x2 bonus."
REFERENCE OBJECTIVES_TDEF_DEFENDER_HINT
LANG_ENGLISH "Defend flag for team x2 bonus."
REFERENCE OBJECTIVES_TDEF
LANG_ENGLISH "Capture and hold the flag for a team double scoring bonus."
REFERENCE OBJECTIVES_TDEF_SCORE
LANG_ENGLISH "Capture and hold the flag for team double scoring bonus. First team to &&1 wins."
REFERENCE OBJECTIVES_TDEF_HINT
LANG_ENGLISH "Capture and hold the flag."
REFERENCE MPUI_TDEF
LANG_ENGLISH "Team Defender"
REFERENCE MPUI_TDEF_CAPS
LANG_ENGLISH "TEAM DEFENDER"
REFERENCE MENU_TDEF
LANG_ENGLISH "Capture and hold the flag for a team double scoring bonus. Not for the faint of heart.\n \n Created by Intricate."
REFERENCE WEAPON_PEACEKEEPER
LANG_ENGLISH "Peacekeeper"
REFERENCE WEAPON_AK47_CLASSIC
LANG_ENGLISH "AK-47 Classic"
REFERENCE WEAPON_AK47_CLASSIC_REDDOT
LANG_ENGLISH "AK-47 Classic Red Dot Sight"
REFERENCE WEAPON_AK47_CLASSIC_SILENCER
LANG_ENGLISH "AK-47 Classic Silenced"
REFERENCE WEAPON_AK47_CLASSIC_XMAGS
LANG_ENGLISH "AK-47 Classic Extended Mags"
REFERENCE WEAPON_AK47_CLASSIC_ACOG
LANG_ENGLISH "AK-47 Classic ACOG Sight"
REFERENCE WEAPON_AK47_CLASSIC_FMJ
LANG_ENGLISH "AK-47 Classic FMJ"
REFERENCE WEAPON_AK47_CLASSIC_GP25
LANG_ENGLISH "AK-47 Classic Grenade Launcher"
REFERENCE WEAPON_AK47_CLASSIC_BLING
LANG_ENGLISH "AK-47 Classic Bling"
REFERENCE WEAPON_AK74U_EXTENDED_MAGS
LANG_ENGLISH "AK-74u Extended Mags"
REFERENCE WEAPON_AK74U_ACOG
LANG_ENGLISH "AK-74u ACOG Sight"
REFERENCE WEAPON_DESERTEAGLEGOLD_TACTICAL
LANG_ENGLISH "Gold Desert Eagle Tactical Knife"
REFERENCE WEAPON_DESERTEAGLEGOLD_AKIMBO
LANG_ENGLISH "Gold Desert Eagle Akimbo"
REFERENCE WEAPON_DESERTEAGLEGOLD_FMJ
LANG_ENGLISH "Gold Desert Eagle FMJ"
REFERENCE WEAPON_DESERTEAGLEGOLD_BLING
LANG_ENGLISH "Gold Desert Eagle Bling"
REFERENCE MENU_RECONNECTING_TO_PARTY
LANG_ENGLISH "CONNECTING TO SERVER"
REFERENCE EXE_AWAITINGGAMESTATE
LANG_ENGLISH "Awaiting gamestate"
REFERENCE MPUI_BLOC
LANG_ENGLISH "Bloc"
REFERENCE MPUI_BOG_SH
LANG_ENGLISH "Bog"
REFERENCE MPUI_DESC_MAP_CARGOSHIP
LANG_ENGLISH "A medium-sized map featured in Call of Duty 4: Modern Warfare. It takes place on a cargo ship during a storm and is based on the campaign mission, Crew Expendable."
REFERENCE MPUI_CARGOSHIP_SH
LANG_ENGLISH "Freighter"
REFERENCE MPUI_DESC_MAP_CARGOSHIP_SH
LANG_ENGLISH "An snow covered version of, the Call of Duty 4: Modern Warfare map, Wet Work."
REFERENCE MPUI_KILLHOUSE
LANG_ENGLISH "Killhouse"
REFERENCE MPUI_DESC_MAP_KILLHOUSE
LANG_ENGLISH "Killhouse is a very small map from the Variety Map Pack of Call of Duty 4: Modern Warfare. It is the home to very fierce battles as the map is no larger than Shipment."
REFERENCE MPUI_DESC_MAP_OILRIG
LANG_ENGLISH "The Only Easy Day... Was Yesterday"
REFERENCE MPUI_NUKED
LANG_ENGLISH "Nuketown"
REFERENCE MPUI_DESC_MAP_NUKED
LANG_ENGLISH "A deserted nuke testing facility used in the Cold War."
REFERENCE MPUI_DESC_MAP_FIRINGRANGE
LANG_ENGLISH "Close range to medium range combat in a military practice facility in Cuba."
REFERENCE MPUI_RUST_LONG
LANG_ENGLISH "Rust: Long"
REFERENCE MPUI_DESC_MAP_RUST_LONG
LANG_ENGLISH "Fast-paced action in an oil yard in the middle of the desert."
REFERENCE MPUI_SHIPMENT_LONG
LANG_ENGLISH "Shipment: Long"
REFERENCE MPUI_DESC_MAP_SHIPMENT_LONG
LANG_ENGLISH "A larger version of the original Call of Duty 4: Modern Warfare map Shipment."
REFERENCE MPUI_BLOC_SH
LANG_ENGLISH "Forgotten City"
REFERENCE MPUI_DESC_MAP_BLOC_SH
LANG_ENGLISH "A modified version of Bloc."
REFERENCE MPUI_CRASH_TROPICAL
LANG_ENGLISH "Crash: Tropical"
REFERENCE MPUI_DESC_MAP_CRASH_TROPICAL
LANG_ENGLISH "Crash with a tropical landscape."
REFERENCE MPUI_ESTATE_TROPICAL
LANG_ENGLISH "Estate: Tropical"
REFERENCE MPUI_DESC_MAP_ESTATE_TROPICAL
LANG_ENGLISH "Estate with a tropical landscape."
REFERENCE MPUI_FAV_TROPICAL
LANG_ENGLISH "Favela: Tropical"
REFERENCE MPUI_DESC_MAP_FAV_TROPICAL
LANG_ENGLISH "Favela with a tropical landscape."
REFERENCE MPUI_STORM_SPRING
LANG_ENGLISH "Chemical Plant"
REFERENCE MPUI_DESC_MAP_STORM_SPRING
LANG_ENGLISH "A modified version of Storm, snow covered instead of rainy."
REFERENCE MPUI_CO_HUNTED
LANG_ENGLISH "Village"
REFERENCE MPUI_DESC_MAP_CO_HUNTED
LANG_ENGLISH "Russian village in the evening."
REFERENCE MP_NEUTRAL_FLAG_DROPPED_BY
LANG_ENGLISH "&&1 dropped the flag!"
REFERENCE SPLASHES_X2_BONUS
LANG_ENGLISH "x2 Bonus!"
REFERENCE SPLASHES_TEAM_ASSIST
LANG_ENGLISH "Team Assist!"
REFERENCE MENU_MODS
LANG_ENGLISH "Mods"
REFERENCE MENU_MODS_CAPS
LANG_ENGLISH "MODS"
REFERENCE MPUI_DESC_MODS
LANG_ENGLISH "Browse your Mods"
REFERENCE MENU_STORE
LANG_ENGLISH "Store"
REFERENCE MENU_STORE_CAPS
LANG_ENGLISH "STORE"
REFERENCE MPUI_DESC_STORE
LANG_ENGLISH "Browse for available downloadable game content."
REFERENCE MENU_FRIENDS
LANG_ENGLISH "Friends"
REFERENCE MENU_FRIENDS_CAPS
LANG_ENGLISH "FRIENDS"
REFERENCE MENU_PASSWORD_CAPS
LANG_ENGLISH "PASSWORD"
REFERENCE PLATFORM_FRIENDS
LANG_ENGLISH "Friends ^0- ^3F"
REFERENCE PLATFORM_FRIENDS_CAPS
LANG_ENGLISH "FRIENDS ^0- ^3F"
REFERENCE MPUI_DESC_FRIENDS
LANG_ENGLISH "Check where your friends are playing."
REFERENCE MENU_FRIENDNOTIFY
LANG_ENGLISH "Friend Notifications"
REFERENCE MPUI_DESC_FRIENDNOTIFY
LANG_ENGLISH "When should the friend status notifications be displayed?"
REFERENCE MPUI_DESC_OPTIONS
LANG_ENGLISH "Set your game options."
REFERENCE MPUI_DESC_QUIT
LANG_ENGLISH "Quit the game."
REFERENCE MENU_CLOSE
LANG_ENGLISH "Close"
REFERENCE MENU_CLOSE_CAPS
LANG_ENGLISH "CLOSE"
REFERENCE PLATFORM_CHANGE_NAME_CAPS
LANG_ENGLISH "^3C^7HANGE NAME"
REFERENCE MPUI_DESC_CHANGE_NAME
LANG_ENGLISH "Change your name"
REFERENCE PLAYERCARDS_TITLE_EVIL_CHICKEN
LANG_ENGLISH "Evil Chicken"
REFERENCE MENU_THEATER
LANG_ENGLISH "Theater"
REFERENCE MENU_THEATER_CAPS
LANG_ENGLISH "THEATER"
REFERENCE MPUI_DESC_THEATER
LANG_ENGLISH "View your played matches."
REFERENCE MENU_PLAY
LANG_ENGLISH "Play"
REFERENCE MENU_PLAY_CAPS
LANG_ENGLISH "PLAY"
REFERENCE MENU_DELETE
LANG_ENGLISH "Delete"
REFERENCE MENU_DELETE_CAPS
LANG_ENGLISH "DELETE"
REFERENCE MPUI_DEMOS_KEEP
LANG_ENGLISH "Demos to keep: "
REFERENCE MPUI_DEMOS_KEEP_CAPS
LANG_ENGLISH "DEMOS TO KEEP: "
REFERENCE MPUI_AUTORECORD
LANG_ENGLISH "Automatic Recording: "
REFERENCE MPUI_AUTORECORD_CAPS
LANG_ENGLISH "AUTOMATIC RECORDING: "
REFERENCE MENU_SERVER_INFO_CAPS
LANG_ENGLISH "SERVERINFO"
REFERENCE MENU_JOIN_SERVER_CAPS
LANG_ENGLISH "JOIN SERVER"
REFERENCE MENU_GAME_SETTINGS_CAPS
LANG_ENGLISH "GAME SETTINGS"
REFERENCE MENU_CHECK_FOR_UPDATES
LANG_ENGLISH "^3Update available"
REFERENCE MENU_CHECK_FOR_UPDATES_CAPS
LANG_ENGLISH "^3UPDATE AVAILABLE"
REFERENCE MPUI_DESC_CHECK_FOR_UPDATES
LANG_ENGLISH "Check if a newer version is available."
REFERENCE MENU_ADD_TO_FAVORITES_CAPS
LANG_ENGLISH "ADD TO FAVORITES"
REFERENCE MENU_DEL_FAVORITE_CAPS
LANG_ENGLISH "DEL. FAVORITE"
REFERENCE MPUI_DESC_LOGOUT
LANG_ENGLISH "Log yourself out."
REFERENCE PLAYERCARDS_TITLE_NO_LAST_STAND
LANG_ENGLISH "No Last Stand!"
REFERENCE PLATFORM_REFRESH_LIST
LANG_ENGLISH "Refresh List ^0- ^3F5"
REFERENCE PLATFORM_REFRESH_LIST_CAPS
LANG_ENGLISH "REFRESH LIST ^0- ^3F5"
REFERENCE PLATFORM_REFRESH
LANG_ENGLISH "Refresh ^0- ^3F5"
REFERENCE PLATFORM_REFRESH_CAPS
LANG_ENGLISH "REFRESH ^0- ^3F5"
REFERENCE MENU_SYNC_NODES
LANG_ENGLISH "Sync Nodes"
REFERENCE MENU_SYNC_NODES_CAPS
LANG_ENGLISH "SYNC NODES"
REFERENCE MPUI_MAX_CLIENTS
LANG_ENGLISH "Max. Clients:"
REFERENCE MPUI_MAX_CLIENTS_CAPS
LANG_ENGLISH "MAX. CLIENTS:"
REFERENCE MPUI_IS_PRIVATE
LANG_ENGLISH "Password Protected:"
REFERENCE MPUI_IS_PRIVATE_CAPS
LANG_ENGLISH "PASSWORD PROTECTED:"
REFERENCE MPUI_VERSION
LANG_ENGLISH "Version:"
REFERENCE MPUI_VERSION_CAPS
LANG_ENGLISH "VERSION:"
REFERENCE MPUI_MOD
LANG_ENGLISH "Mod:"
REFERENCE MPUI_MOD_CAPS
LANG_ENGLISH "MOD:"
REFERENCE MP_PICKUP_C4
LANG_ENGLISH "Press and hold ^3[{+activate}]^7 to pick up C4"
REFERENCE MP_PICKUP_CLAYMORE
LANG_ENGLISH "Press and hold ^3[{+activate}]^7 to pick up Claymore"
REFERENCE WEAPON_FAL_GL
LANG_ENGLISH "FAL Grenade Launcher"
REFERENCE MENU_CUSTOM_TITLE
LANG_ENGLISH "Custom Title"
REFERENCE MENU_CUSTOM_TITLE_CAPS
LANG_ENGLISH "CUSTOM TITLE"
REFERENCE MENU_FOV
LANG_ENGLISH "Field of View"
REFERENCE MENU_FOVSCALE
LANG_ENGLISH "Field of View Scale"
REFERENCE MENU_FOV_CAPS
LANG_ENGLISH "FOV: "
REFERENCE MENU_FOV_HINT_PC
LANG_ENGLISH "An increased Field of View (FOV), may result in poor performance on older computers."
REFERENCE MENU_8X
LANG_ENGLISH "8x"
REFERENCE MENU_16X
LANG_ENGLISH "16x"
REFERENCE MENU_FPS_0
LANG_ENGLISH "OFF: 0"
REFERENCE MENU_FPS_1
LANG_ENGLISH "ON: 1"
REFERENCE MENU_FPS_2
LANG_ENGLISH "ON: 2"
REFERENCE MENU_FPS_3
LANG_ENGLISH "ON: 3"
REFERENCE MENU_FPS_4
LANG_ENGLISH "ON: 4"
REFERENCE MENU_FPS_CAP
LANG_ENGLISH "FPS Frame Cap"
REFERENCE MENU_FPS_DRAW
LANG_ENGLISH "FPS Drawing"
REFERENCE MENU_FPS_LABELS
LANG_ENGLISH "FPS Labels"
REFERENCE MENU_SCREEN_OPTIONS
LANG_ENGLISH "Screen Options"
REFERENCE MENU_BORDERLESS
LANG_ENGLISH "Borderless"
REFERENCE MENU_FULLSCREEN
LANG_ENGLISH "Full Screen"
REFERENCE MENU_XAXIS
LANG_ENGLISH "Window X-Axis Pos"
REFERENCE MENU_YAXIS
LANG_ENGLISH "Window Y-Axis Pos"
REFERENCE MENU_AAALPHA
LANG_ENGLISH "Anti-aliasing Alpha"
REFERENCE MENU_AAA_DITHER
LANG_ENGLISH "Dither (Poor)"
REFERENCE MENU_AAA_SUPER
LANG_ENGLISH "Super Sampled (Nice)"
REFERENCE MENU_AA_MAXQUALITY
LANG_ENGLISH "Anti-aliasing Quality"
REFERENCE MENU_SCROLL_UP
LANG_ENGLISH "^3SCROLL UP"
REFERENCE MENU_SCROLL_DOWN
LANG_ENGLISH "^3SCROLL DOWN"
REFERENCE MENU_NOBORDER
LANG_ENGLISH "Disable Window Border"
REFERENCE MENU_MAXPACKETS
LANG_ENGLISH "Max. Packets per frame"
REFERENCE MENU_SNAPS
LANG_ENGLISH "Snapshot rate"
REFERENCE MENU_LAGOMETER
LANG_ENGLISH "Show Lagometer"
REFERENCE MENU_DRAWFPS
LANG_ENGLISH "Show FPS"
REFERENCE MENU_FPSLABELS
LANG_ENGLISH "Show FPS Labels"
REFERENCE MENU_NEWCOLORS
LANG_ENGLISH "Use new color codes"
REFERENCE MENU_NEWCOLORS
LANG_ENGLISH "Use new color codes"
REFERENCE MENU_CHANGELOG
LANG_ENGLISH "Changelog"
REFERENCE MENU_CHANGELOG_CAPS
LANG_ENGLISH "CHANGELOG"
REFERENCE MPUI_DESC_CHANGELOG
LANG_ENGLISH "See what's new."
REFERENCE MPUI_DESC_CHANGELOG
LANG_ENGLISH "See what's new."
REFERENCE MPUI_DESC_NOBORDER
LANG_ENGLISH "Do not use a border in windowed mode."
REFERENCE MPUI_DESC_NATIVECURSOR
LANG_ENGLISH "Display your native cursor, instead of the games cursor."
REFERENCE MPUI_DESC_FOV
LANG_ENGLISH "Adjust your field of view."
REFERENCE MPUI_DESC_CUSTOM_TITLE
LANG_ENGLISH "Change the playercard title text"
REFERENCE MPUI_DESC_FOVSCALE
LANG_ENGLISH "Adjust your field of view scale, also modifies aim FOV."
REFERENCE MPUI_DESC_NEWCOLORS
LANG_ENGLISH "Use the color code stylesheet from ^2Warfare2."
REFERENCE MPUI_DESC_AUTORECORD
LANG_ENGLISH "Record your matches automatically."
REFERENCE MPUI_DESC_DEMOS_KEEP
LANG_ENGLISH "Define how many of your recordings should be saved, before the oldest ones get deleted."
REFERENCE MENU_MAXFPS
LANG_ENGLISH "Maximum FPS"
REFERENCE MPUI_DESC_MAXFPS
LANG_ENGLISH "Define your maximum frames per second."
REFERENCE MENU_SEARCHINGFORGAMES_100MS
LANG_ENGLISH ""
REFERENCE MP_SEARCHING_FOR_PLAYER
LANG_ENGLISH "Waiting"
REFERENCE MENU_WAITING_FOR_MORE_PLAYERS_TEAMS
LANG_ENGLISH "Waiting for more players to balance teams"
REFERENCE MENU_GAME
LANG_ENGLISH "Game"
REFERENCE MENU_GAME_CAPS
LANG_ENGLISH "GAME"
REFERENCE MENU_MOTD
LANG_ENGLISH "News"
REFERENCE MENU_MOTD_CAPS
LANG_ENGLISH "NEWS"
REFERENCE MENU_AUTORECORD
LANG_ENGLISH "Auto-Recording"
REFERENCE MENU_AUTORECORD_CAPS
LANG_ENGLISH "AUTO-RECORDING"
REFERENCE MENU_DEMOS_KEEP
LANG_ENGLISH "Recordings to keep"
REFERENCE MENU_DEMOS_KEEP_CAPS
LANG_ENGLISH "RECORDINGS TO KEEP"
REFERENCE MPUI_DEMO_AUTHOR
LANG_ENGLISH "Author:"
REFERENCE MPUI_DEMO_AUTHOR_CAPS
LANG_ENGLISH "AUTHOR:"
REFERENCE MPUI_DEMO_LENGTH
LANG_ENGLISH "Length:"
REFERENCE MPUI_DEMO_LENGTH_CAPS
LANG_ENGLISH "LENGTH:"
REFERENCE MPUI_DEMO_DATE
LANG_ENGLISH "Date:"
REFERENCE MPUI_DEMO_DATE_CAPS
LANG_ENGLISH "DATE:"
REFERENCE MPUI_DEMO_CREATED
LANG_ENGLISH "Created:"
REFERENCE MPUI_DEMO_CREATED_CAPS
LANG_ENGLISH "CREATED:"
REFERENCE MENU_D3D9EX
LANG_ENGLISH "Direct3D 9Ex"
REFERENCE MPUI_DESC_D3D9EX
LANG_ENGLISH "Use Direct3D 9Ex."
REFERENCE MPUI_SECURITY_LEVEL
LANG_ENGLISH "Security Level:"
REFERENCE MPUI_SECURITY_LEVEL_CAPS
LANG_ENGLISH "SECURITY LEVEL:"
REFERENCE MENU_FRIEND_ADD
LANG_ENGLISH "Add Friend"
REFERENCE MENU_FRIEND_ADD_CAPS
LANG_ENGLISH "ADD FRIEND"
REFERENCE MPUI_NA
LANG_ENGLISH "^3Currently unavailable."
REFERENCE EXE_PROGRESS
LANG_ENGLISH "Progress:"
REFERENCE MPUI_DOWNLOADING
LANG_ENGLISH "Downloading"
REFERENCE MPUI_DOWNLOADING_CAPS
LANG_ENGLISH "DOWNLOADING"
REFERENCE MPUI_SECURITY_INCREASE_MESSAGE
LANG_ENGLISH "Increasing security level from %d to %d (est. %s)"
REFERENCE MPUI_SECURITY_NEW_LEVEL_MESSAGE
LANG_ENGLISH "Your new security level is %d"
REFERENCE MPUI_SECURITY_LEVEL_MESSAGE
LANG_ENGLISH "Your security level is %d"
REFERENCE ERR_INVALID_CONNECT_PACKET
LANG_ENGLISH "Invalid connect packet!"
REFERENCE ERR_INVALID_INFOSTRING_DATA
LANG_ENGLISH "Invalid infostring data!"
REFERENCE ERR_INVALID_CONNECT_DATA
LANG_ENGLISH "Invalid connect data!"
REFERENCE ERR_INVALID_CONNECT_STRING
LANG_ENGLISH "Invalid connect string!"
REFERENCE ERR_XUID_CERTIFICATE_MISMATCH
LANG_ENGLISH "XUID doesn't match the certificate!"
REFERENCE ERR_INVALID_CHALLENGE_SIGNATURE
LANG_ENGLISH "Challenge signature was invalid!"
REFERENCE PATCH_DLC1
LANG_ENGLISH "Stimulus Pack"
REFERENCE PATCH_DESC_DLC1
LANG_ENGLISH "The Modern Warfare 2 Stimulus Package delivers additional action-packed multiplayer maps, including brand-new battlegrounds and legendary fan-favorites from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC2
LANG_ENGLISH "Resurgence Pack"
REFERENCE PATCH_DESC_DLC2
LANG_ENGLISH "The Modern Warfare 2 Resurgence Pack delivers five incredible new multiplayer maps. Take the action to exciting new locations, then battle across legendary landscapes from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC3
LANG_ENGLISH "Nuketown"
REFERENCE PATCH_DESC_DLC3
LANG_ENGLISH "Nuketown is an iconic multiplayer map featured in Call of Duty: Black Ops with a heavy emphasis on extremely close-quarters combat."
REFERENCE PATCH_DLC4
LANG_ENGLISH "Classics Pack #1"
REFERENCE PATCH_DESC_DLC4
LANG_ENGLISH "The Modern Warfare 2 Classics Pack delivers three beloved maps from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC5
LANG_ENGLISH "Classics Pack #2"
REFERENCE PATCH_DESC_DLC5
LANG_ENGLISH "The second Modern Warfare 2 Classics Pack adds two more fantastic maps from Call of Duty 4: Modern Warfare to your collection."
REFERENCE PATCH_DLC6
LANG_ENGLISH "Freighter"
REFERENCE PATCH_DESC_DLC6
LANG_ENGLISH "Freighter is a snow covered version of the Call of Duty 4: Modern Warfare map Wet Work."
REFERENCE PATCH_DLC7
LANG_ENGLISH "Resurrection Pack"
REFERENCE PATCH_DESC_DLC7
LANG_ENGLISH "The Modern Warfare 2 Resurrection Pack brings three more maps into your battleground."
REFERENCE PATCH_DLC8
LANG_ENGLISH "Recycled Pack"
REFERENCE PATCH_DESC_DLC8
LANG_ENGLISH "Too much 'pew pew' not enough new new. - R. Bowling"
REFERENCE MENU_STREAMFRIENDLY_UI
LANG_ENGLISH "Stream Friendly UI"
REFERENCE MPUI_DESC_STREAM_FRIENDLY_UI
LANG_ENGLISH "Hide friend status notifications and server info on scoreboard."
REFERENCE QUICKMESSAGE_QUICK_MESSAGE
LANG_ENGLISH "Quick Message"
REFERENCE QUICKMESSAGE_1_COMMANDS
LANG_ENGLISH "1. Commands"
REFERENCE QUICKMESSAGE_2_STATEMENTS
LANG_ENGLISH "2. Statements"
REFERENCE QUICKMESSAGE_3_RESPONSES
LANG_ENGLISH "3. Responses"
REFERENCE QUICKMESSAGE_ESC_EXIT
LANG_ENGLISH "Esc. Exit"
REFERENCE QUICKMESSAGE_1_FOLLOW_ME
LANG_ENGLISH "1. On me!"
REFERENCE QUICKMESSAGE_2_MOVE_IN
LANG_ENGLISH "2. Move in!"
REFERENCE QUICKMESSAGE_3_FALL_BACK
LANG_ENGLISH "3. Fall back!"
REFERENCE QUICKMESSAGE_4_SUPPRESSING_FIRE
LANG_ENGLISH "4. Base of fire!"
REFERENCE QUICKMESSAGE_5_ATTACK_LEFT_FLANK
LANG_ENGLISH "5. Attack left flank!"
REFERENCE QUICKMESSAGE_6_ATTACK_RIGHT_FLANK
LANG_ENGLISH "6. Attack right flank!"
REFERENCE QUICKMESSAGE_7_HOLD_THIS_POSITION
LANG_ENGLISH "7. Hold this position!"
REFERENCE QUICKMESSAGE_8_REGROUP
LANG_ENGLISH "8. Regroup!"
REFERENCE QUICKMESSAGE_1_ENEMY_SPOTTED
LANG_ENGLISH "1. Contact!"
REFERENCE QUICKMESSAGE_2_ENEMY_DOWN
LANG_ENGLISH "2. Enemy down!"
REFERENCE QUICKMESSAGE_3_IM_IN_POSITION
LANG_ENGLISH "3. In position."
REFERENCE QUICKMESSAGE_4_AREA_SECURE
LANG_ENGLISH "4. Area secure!"
REFERENCE QUICKMESSAGE_5_GRENADE
LANG_ENGLISH "5. Grenade!"
REFERENCE QUICKMESSAGE_6_SNIPER
LANG_ENGLISH "6. Sniper!"
REFERENCE QUICKMESSAGE_7_NEED_REINFORCEMENTS
LANG_ENGLISH "7. Need reinforcements!"
REFERENCE QUICKMESSAGE_8_HOLD_YOUR_FIRE
LANG_ENGLISH "8. Hold your fire!"
REFERENCE QUICKMESSAGE_1_YES_SIR
LANG_ENGLISH "1. Roger."
REFERENCE QUICKMESSAGE_2_NO_SIR
LANG_ENGLISH "2. Negative."
REFERENCE QUICKMESSAGE_3_IM_ON_MY_WAY
LANG_ENGLISH "3. Moving."
REFERENCE QUICKMESSAGE_3_ON_MY_WAY
LANG_ENGLISH "3. On my way."
REFERENCE QUICKMESSAGE_4_SORRY
LANG_ENGLISH "4. Sorry."
REFERENCE QUICKMESSAGE_5_GREAT_SHOT
LANG_ENGLISH "5. Nice shot!"
REFERENCE QUICKMESSAGE_6_TOOK_LONG_ENOUGH
LANG_ENGLISH "6. Come on!"
REFERENCE QUICKMESSAGE_7_ARE_YOU_CRAZY
LANG_ENGLISH "7. Are you crazy?"
REFERENCE QUICKMESSAGE_FOLLOW_ME
LANG_ENGLISH "On me!"
REFERENCE QUICKMESSAGE_MOVE_IN
LANG_ENGLISH "Move in!"
REFERENCE QUICKMESSAGE_FALL_BACK
LANG_ENGLISH "Fall back!"
REFERENCE QUICKMESSAGE_SUPPRESSING_FIRE
LANG_ENGLISH "Base of fire!"
REFERENCE QUICKMESSAGE_ATTACK_RIGHT_FLANK
LANG_ENGLISH "Attack right flank!"
REFERENCE QUICKMESSAGE_ATTACK_LEFT_FLANK
LANG_ENGLISH "Attack left flank!"
REFERENCE QUICKMESSAGE_HOLD_THIS_POSITION
LANG_ENGLISH "Hold this position!"
REFERENCE QUICKMESSAGE_REGROUP
LANG_ENGLISH "Regroup!"
REFERENCE QUICKMESSAGE_STICK_TOGETHER
LANG_ENGLISH "Stick together!"
REFERENCE QUICKMESSAGE_SQUAD_ATTACK_RIGHT_FLANK
LANG_ENGLISH "Squad, attack right flank!"
REFERENCE QUICKMESSAGE_SQUAD_ATTACK_LEFT_FLANK
LANG_ENGLISH "Squad, attack left flank!"
REFERENCE QUICKMESSAGE_SQUAD_HOLD_THIS_POSITION
LANG_ENGLISH "Squad, hold this position!"
REFERENCE QUICKMESSAGE_SQUAD_REGROUP
LANG_ENGLISH "Squad, regroup!"
REFERENCE QUICKMESSAGE_SQUAD_STICK_TOGETHER
LANG_ENGLISH "Squad, stick together!"
REFERENCE QUICKMESSAGE_ENEMY_SPOTTED
LANG_ENGLISH "Contact!"
REFERENCE QUICKMESSAGE_ENEMY_DOWN
LANG_ENGLISH "Enemy down!"
REFERENCE QUICKMESSAGE_IM_IN_POSITION
LANG_ENGLISH "In position."
REFERENCE QUICKMESSAGE_AREA_SECURE
LANG_ENGLISH "Area secure!"
REFERENCE QUICKMESSAGE_GRENADE
LANG_ENGLISH "Grenade!"
REFERENCE QUICKMESSAGE_ENEMY_GRENADE
LANG_ENGLISH "Enemy grenade!"
REFERENCE QUICKMESSAGE_SNIPER
LANG_ENGLISH "Sniper!"
REFERENCE QUICKMESSAGE_NEED_REINFORCEMENTS
LANG_ENGLISH "Need reinforcements!"
REFERENCE QUICKMESSAGE_HOLD_YOUR_FIRE
LANG_ENGLISH "Hold your fire!"
REFERENCE QUICKMESSAGE_YES_SIR
LANG_ENGLISH "Roger."
REFERENCE QUICKMESSAGE_NO_SIR
LANG_ENGLISH "Negative."
REFERENCE QUICKMESSAGE_IM_ON_MY_WAY
LANG_ENGLISH "Moving."
REFERENCE QUICKMESSAGE_ON_MY_WAY
LANG_ENGLISH "On my way."
REFERENCE QUICKMESSAGE_SORRY
LANG_ENGLISH "Sorry."
REFERENCE QUICKMESSAGE_GREAT_SHOT
LANG_ENGLISH "Nice shot!"
REFERENCE QUICKMESSAGE_TOOK_YOU_LONG_ENOUGH
LANG_ENGLISH "Took you long enough!"
REFERENCE QUICKMESSAGE_TOOK_LONG_ENOUGH
LANG_ENGLISH "Took long enough!"
REFERENCE QUICKMESSAGE_YOURE_CRAZY
LANG_ENGLISH "You're crazy!"
REFERENCE QUICKMESSAGE_YOU_OUTTA_YOUR_MIND
LANG_ENGLISH "You outta your mind?"
REFERENCE QUICKMESSAGE_YOURE_NUTS
LANG_ENGLISH "You're nuts!"
REFERENCE QUICKMESSAGE_ARE_YOU_CRAZY
LANG_ENGLISH "Are you crazy?"
REFERENCE QUICKMESSAGE_2_MULTIPLE_CONTACTS
LANG_ENGLISH "2. Multiple contacts!"
REFERENCE QUICKMESSAGE_5_WATCH_SIX
LANG_ENGLISH "5. Watch your six!"
REFERENCE QUICKMESSAGE_ENEMIES_SPOTTED
LANG_ENGLISH "Multiple contacts!"
REFERENCE QUICKMESSAGE_WATCH_SIX
LANG_ENGLISH "Watch your six!"
REFERENCE QUICKMESSAGE_COME_ON
LANG_ENGLISH "Come on."
REFERENCE PLATFORM_DYK_IW4_MSG40
LANG_ENGLISH "Your matches are being automatically recorded. You can watch them at the theater menu."
REFERENCE PLATFORM_DYK_IW4_MSG41
LANG_ENGLISH "Don't want to level up? Check out the unlock stats feature at the barracks menu."
REFERENCE PLATFORM_DYK_IW4_MSG42
LANG_ENGLISH "Check out the store menu for the latest downloadable content."
REFERENCE PLATFORM_DYK_IW4_MSG43
LANG_ENGLISH "You can adjust your field of view at the video options."
REFERENCE PLATFORM_DYK_IW4_MSG44
LANG_ENGLISH "If you like a specific server, you can add it to your favorites."
REFERENCE PERKS_PAINKILLER
LANG_ENGLISH "Juiced"
REFERENCE PERKS_DESC_COMBATHIGH
LANG_ENGLISH "Move faster for a few seconds after spawning."
REFERENCE PERKS_COMBATHIGH
LANG_ENGLISH "Juiced"
REFERENCE SPLASHES_COMBATHIGH_DESC
LANG_ENGLISH "Move faster for a few seconds after spawning."
ENDMARKER

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#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_codo_plantain_animated";
level.anim_prop_models[ model ][ "sway" ] = "foliage_codo_plantain_sway";
}

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@ -0,0 +1,12 @@
#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_codo_short_palm_animated";
level.anim_prop_models[ model ][ "sway" ] = "foliage_codo_short_palm_1_sway";
}

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#include common_scripts\utility;
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
// Uses .animation
model = "foliage_dead_pine_lg_animated_sway2";
level.anim_prop_models[ model ][ "sway2" ] = "foliage_dead_pine_lg_mp_sway2";
}
// SP not currently supported because this requires updating "animated_props" animtree

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@ -0,0 +1,13 @@
#include common_scripts\utility;
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
// Uses .animation
model = "foliage_dead_pine_med_animated_sway2";
level.anim_prop_models[ model ][ "sway2" ] = "foliage_dead_pine_med_mp_sway2";
}
// SP not currently supported because this requires updating "animated_props" animtree

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#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
// Would use isSP() but this runs before we can
mapname = tolower( getdvar( "mapname" ) );
SP = true;
if ( string_starts_with( mapname, "mp_" ) )
SP = false;
model = "foliage_pacific_fern01_animated";
if ( SP )
{
level.anim_prop_models[ model ][ "sway" ] = %foliage_pacific_fern01_sway;
}
else
level.anim_prop_models[ model ][ "sway" ] = "foliage_pacific_fern01_sway";
}

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@ -0,0 +1,12 @@
#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_pacific_palms06_animated";
level.anim_prop_models[ model ][ "sway" ] = "foliage_pacific_palms06_sway";
}

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@ -0,0 +1,12 @@
#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_palm_bare_1_animated";
level.anim_prop_models[ model ][ "sway" ] = "foliage_palm_bare_1_sway";
}

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@ -0,0 +1,12 @@
#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_palm_bare_2_animated";
level.anim_prop_models[ model ][ "sway" ] = "foliage_palm_bare_2_sway";
}

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@ -0,0 +1,12 @@
#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_palm_bare_3_animated";
level.anim_prop_models[ model ][ "sway" ] = "foliage_palm_bare_3_sway";
}

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