SND Files by The Massassi Temple: ================================= This document lists all possible actions for use in .snd files. We have also attempted to describe each one so you know what it does. In parenthesis are suggested min/max radi. You can, of course, set your own, but these are the ones used by LEC. For more information on .snd files and what the values do, please see the specs on www.darkjedi.com: https://www.massassi.net/jkspecs/ ================================= Non-Character SND actions. ================================= startmove Sound plays when a thing (3do, player, etc) starts to move. stopmove Thing stops moving. moving Played as a thing is moving. hitmetal Projectile hits metal. hithard Projectile hits hard surface. ================================= Character SND actions. ================================= lwalkmetal Left foot on metal (walking). (0.3,1.0) rwalkmetal Right foot on metal (walking). (0.3,1.0) lrunmetal Left foot on metal (running). (0.5,2.0) rrunmetal Right foot on metal (running). (0.5,2.0) lwalkhard Left foot on hard surface (walking). (0.3,1.0) rwalkhard Right foot on hard surface (walking). (0.3,1.0) lrunhard Left foot on hard surface (running). (0.5,2.0) rrunhard Right foot on hard surface (running). (0.5,2.0) lwalkpuddle Left foot in puddle (walking). (0.3,1.0) rwalkpuddle Right foot in puddle (walking). (0.3,1.0) lrunpuddle Left foot in puddle (running). (0.5,2.0) rrunpuddle Right foot in puddle (running). (0.5,2.0) lwalkwater Left foot in water (walking). (0.3,1.0) rwalkwater Right foot in water (walking). (0.3,1.0) lrunwater Left foot in water (running). (0.5,2.0) rrunwater Right foot in water (running). (0.5,2.0) lwalkearth Left foot on dirt (walking). (0.3,1.0) rwalkearth Right foot on dirt (walking). (0.3,1.0) lrunearth Left foot on dirt (running). (0.5,2.0) rrunearth Right foot on dirt (running). (0.5,2.0) enterwater Enter water. (1.0,3.0) *Usually Maxvolume of 0.7. enterwaterslow Slowly enter water. (0.5,1.5) *Usually Maxvolume of 0.4. exitwater Leave water. exitwaterslow Leave water slowly. lswimsurface Left arm swimming on the surface. rswimsurface Right arm swimming on the surface. treadsurface Treading water on the surface. jump Basic jump. (1.5,2.5) jumpmetal Jump from metal. (1.5,2.5) jumpwater Jump from water. (1.5,2.5) jumpearth Jump from dirt. (1.5,2.5) landhard Land on hard surface. (1.5,2.5) landmetal Land on metal. (1.5,2.5) landearth Land on dirt. (1.5,2.5) landpuddle Land in a puddle. (1.5,2.5) landwater Land in water. (1.5,2.5) falling Falling... (1.5,2.5) landhurt Land so hard it hurts. (1.5,2.5) splattered Land even harder than above. (1.5,2.5) hitdamaged Same .wav as above, don't know really what this does. (1.5,2.5) ================================= Special Character Actions. ================================= The following are special actions -- they are repeated twice because depending on how far away from the object/character you are, you will hear a different .wav file. Because of this, I have left an example of each snd action including the flags and wav files. The last two numbers on each are the min/max distance to hear the wav. So on the first one, you will hear I00S127Z.WAV if you're between 0.3 and 1.0 units from the "impact." If you are from 1.0 to 4.0 units from the "impact," you will hear I00S128Z.WAV. I have left these with double entries because when making your own .snd files, you will want to emulate how LEC did it originally. HURTIMPACT I00S127Z.WAV 0X014000 0.3 1.0 HURTIMPACT I00S128Z.WAV 0X014000 1.0 4.0 Damage from Impact. HURTENERGY I00S127Z.WAV 0X014000 1.0 4.0 HURTENERGY I00S128Z.WAV 0X014000 1.0 4.0 Not too sure about this one, maybe from energy weapons (bryar, ST rifle). HURTFIRE I00S127Z.WAV 0X014000 1.0 4.0 HURTFIRE I00S128Z.WAV 0X014000 1.0 4.0 Not sure once again, hurt from explosions? HURTMAGIC I00S127Z.WAV 0X014000 1.0 4.0 HURTMAGIC I00S128Z.WAV 0X014000 1.0 4.0 Damage from magic (force powers). HURTSPECIAL I00S127Z.WAV 0X010000 0.3 1.0 HURTSPECIAL I00S128Z.WAV 0X010000 1.0 4.0 Damage from special things -- I have no idea. DEATH1 I00S129Z.WAV 0X010100 1.0 4.0 DEATH2 I00S129Z.WAV 0X010100 1.0 4.0 Death. deflected LtSaberHit12.wav deflected LtSaberHit15.wav Assuming they have two because the cog will play a random .wav. ================================= Resume Normal Character Actions. ================================= drowning Drowning. (0.3,1.0) drowned Death by drowning. (0.3,1.0) deathUnder Death under water (like from a gun, not drowning). (0.3,1.0) breath Breath when you surface. (0.3,1.0) gasp Breath if you surface after being underwater for a long time. (0.5,2.0) corpsehit Dead body falls to the ground, or something like that. (0.8,4.0) choking Being force-choked. choked Choked to death. ================================= Dark Jedi Special Actions. ================================= victory Dark Jedi wins. happy He's happy because you just got smoked. alert Dunno, really, waiting to smoke you? (1.0,4.0) idle Standing there doing nothing. gloat Laughing at you because he's kicking your @$$. fear Scared of you. boast Boasting because he smoked you. surprise You somehow surprised him. ================================= Other Special Actions. ================================= curious Droid/NPC/Enemy is curious (only place I've seen it). create Used in lots of .snd for when a 3do/object/anything is created by a cog. fire1 fire2 Can be used by weapons and/or enemies that fire/attack (turrets, at-st's, kell dragons). deflected Used when saber deflects shot as well as when a bolt/shot/projectile bounces. activate Activate things (seq charge, probe droid).