Post: MW2 FX list
01-22-2013, 06:02 AM #1
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    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" );


-----------------------------------------------------------------------------------------------
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The following user thanked EndlessSky8239 for this useful post:

Taylor

The following user groaned EndlessSky8239 for this awful post:

*xActionMods*
01-23-2013, 02:40 AM #11
Master Ro
I make food
Originally posted by x View Post
little copy and paster this is a old list done by "Yamato" he posted this on MPGH.^^


He copied and pasted this from another website it was put together by Yamato Smile
You must login or register to view this content.



You're Right, the two posts look identical.


Next time...learn to give credits EndlessSky

stare
01-23-2013, 03:56 AM #12
OmGRhys-x
Are you high?
Originally posted by Master
You're Right, the two posts look identical.


yes only knew he did copy it cause ive had that page bookmarked a while now lol Happy

---------- Post added at 03:56 AM ---------- Previous post was at 03:52 AM ----------

Originally posted by EndlessSky8239 View Post
i didn't take NUN from no one like G-Shit If It Makes You Fucking Happy i DEL THE POST Not Happy or Sad


dont get mad i was only saying just give credits to "Yamato"

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