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Merge pull request #78 from ColombianGuy/merging
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pr new flowstate version
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CafeFPS authored May 8, 2023
2 parents 7faf303 + 09f5518 commit 47b9045
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2 changes: 2 additions & 0 deletions .gitignore
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*.bak
2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -23,7 +23,7 @@ Download depot.zip and replace all the content into your Apex S3 main folder.

# How to run
You can use Lobby Create Server menu or F10 menu to start a Flowstate Aim Trainer session.
1. Choose playlist. "custom_aimtrainer" (F10 menu) or "Flowstate Aim Trainer" (Lobby menu).
1. Choose playlist. fs_aimtrainer (F10 menu) or "Flowstate Aim Trainer" (Lobby menu).
2. Select a map. It works with all Kings Canyon and World's Edge maps, Firing Range map is NOT recommended.
3. Start the server!
4. Change character, weapon, attachments (use right click to change attachments) and a lot more! Start to challenge yourself!
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277 changes: 277 additions & 0 deletions impacts/default_nosound_nowhizby.txt
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ImpactTable
{
Info
{
"whizby_sound_from_player" "none"
"whizby_sound_from_AI" "none"
"whizby_maxDistancePilot" "000"
"whizby_maxDistanceTitan" "000"
"ricochet_sound_1P" "none"
"ricochet_sound_3P" "none"
}

FX
{

"C" "impact_concrete" //Concrete, rock, porcelain, boulder, gravel, asphalt, brick, concrete_block, plaster
"D" "impact_dirt" //Dirt, slippery, carpet, cardboard, floatingstandable, ceiling_tile, papercup, lava_rock
"E" "impact_metal" // metal_titan
"F" "impact_flesh" //flesh
"G" "impact_metal" //metalgrate, chainlink, chain
"H" "impact_alienflesh" //alienflesh

"J" "impact_grass" //grass
"K" "impact_mud" //Mud
"L" "impact_plastic" //plastic_barrel, plastic_box, item, rubber, rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front, slidingrubbertire_rear
"M" "impact_metal" //Default, metal, metal_box, solidmetal, armorflesh, metal_bouncy, slippery_metal, shellcasing_small, shellcasing_large, metal_barrel, floating_metal_barrel, weapon
"N" "P_impact_slime" //Slime
"O" "impact_leaves" //Foliage
"P" "P_impact_metal_spectre" //metal_spectre
"Q" "P_impact_snow" //Snow
"R" "P_impact_snow" //Ice
"S" "P_impact_water" //water
"T" "impact_tile" //tile
"U" "impact_glass" // glass_breakable
"V" "impact_metal" //Metal Vent
"W" "impact_wood"//Wood, Wood_lowdensity, Wood_Box, Wood_Crate, Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel watermelon
"X" "P_impact_xo_shield_cp" //xo_shield
"Y" "impact_glass" //glass, brokenglass, glassbottle, pottery
"Z" "impact_sand" //sand

// "0" "openslot"
"1" "P_impact_lava_nodecal" //lava_flow
"2" "P_impact_lava" //lava_rock_hot
// "3" "openslot"
// "4" "openslot"
// "5" "openslot"
// "6" "openslot"
// "7" "openslot"
// "8" "openslot"
// "9" "openslot"

"splash" "P_impact_water" //brush water
"slime_splash" "P_impact_slime"
"airburst" "P_impact_exp_smll_air" //No Surface
"shieldhit" "P_armor_impact"
"shadowhit" "P_impact_shadow"
"holohit" "P_holohit_impact"
"critical_hit" "impact_metal"

"headshot_flesh" "P_impact_flesh"
"headshot_mechanical" "P_armor_impact"

"pass_through" "P_rampart_impact_amp"
}

Sound
{
"C" "none"
"D" "none"
"E" "none"
"F" "none"
"G" "none" // "ChainLink.BulletImpact"
"H" "none"

"J" "none"
"K" "none" // mud?
"L" "none" // "Plastic_Box.BulletImpact"
"M" "none" //"ArmorFlesh.BulletImpact"
"N" "none" // sand?
"O" "none"
"P" "none"
"Q" "none"
"R" "none"
"S" "none"
"T" "none"
"U" "none"
"V" "none"
"W" "none"
"X" "none" // Titan bubble shield
"Y" "none"
"Z" "none"

"0" "none"
"1" "none" //lava_flow
"2" "none" //lava_rock_hot
"3" "none"
"4" "none"
"5" "none"
"6" "none"
"7" "none"
"8" "none"
"9" "none"


"splash" "none" //brush water
"slime_splash" "none"
"airburst" "none" //No Surface
"shieldhit" "none"
"holohit" "none"
"critical_hit" "none"

"headshot_flesh" "none"
"headshot_mechanical" "none"

"pass_through" "none"
}

Sound_attacker
{
"C" "none"
"D" "none"
"E" "none"
"F" "none"
"G" "none" // "ChainLink.BulletImpact"
"H" "none"

"J" "none"
"K" "none" // mud?
"L" "none" // "Plastic_Box.BulletImpact"
"M" "none" //"ArmorFlesh.BulletImpact"
"N" "none" // sand?
"O" "none"
"P" "none"
"Q" "none"
"R" "none"
"S" "none"
"T" "none"
"U" "none"
"V" "none"
"W" "none"
"X" "none" // Titan bubble shield
"Y" "none"
"Z" "none"

"0" "none"
"1" "none" //lava_flow
"2" "none" //lava_rock_hot
"3" "none"
"4" "none"
"5" "none"
"6" "none"
"7" "none"
"8" "none"
"9" "none"


"splash" "none" //brush water
"slime_splash" "none"
"airburst" "none" //No Surface
"shieldhit" "none"
"holohit" "none"
"critical_hit" "none"

"headshot_flesh" "none"
"headshot_mechanical" "none"

"pass_through" "none"
}

Sound_victim
{
"C" "none"
"D" "none"
"E" "none"
"F" "none"
"G" "none" // "ChainLink.BulletImpact"
"H" "none"

"J" "none"
"K" "none" // mud?
"L" "none" // "Plastic_Box.BulletImpact"
"M" "none" //"ArmorFlesh.BulletImpact"
"N" "none" // sand?
"O" "none"
"P" "none"
"Q" "none"
"R" "none"
"S" "none"
"T" "none"
"U" "none"
"V" "none"
"W" "none"
"X" "none" // Titan bubble shield
"Y" "none"
"Z" "none"

"0" "none"
"1" "none" //lava_flow
"2" "none" //lava_rock_hot
"3" "none"
"4" "none"
"5" "none"
"6" "none"
"7" "none"
"8" "none"
"9" "none"


"splash" "none" //brush water
"slime_splash" "none"
"airburst" "none" //No Surface
"shieldhit" "none"
"holohit" "none"
"critical_hit" "none"

"headshot_flesh" "none"
"headshot_mechanical" "none"

"pass_through" "none"
}

Sound_victim_from_AI
{
"C" "none"
"D" "none"
"E" "none"
"F" "none"
"G" "none" // "ChainLink.BulletImpact"
"H" "none"

"J" "none"
"K" "none" // mud?
"L" "none" // "Plastic_Box.BulletImpact"
"M" "none" //"ArmorFlesh.BulletImpact"
"N" "none" // sand?
"O" "none"
"P" "none"
"Q" "none"
"R" "none"
"S" "none"
"T" "none"
"U" "none"
"V" "none"
"W" "none"
"X" "none" // Titan bubble shield
"Y" "none"
"Z" "none"

"0" "none"
"1" "none" //lava_flow
"2" "none" //lava_rock_hot
"3" "none"
"4" "none"
"5" "none"
"6" "none"
"7" "none"
"8" "none"
"9" "none"


"splash" "none" //brush water
"slime_splash" "none"
"airburst" "none" //No Surface
"shieldhit" "none"
"holohit" "none"
"critical_hit" "none"

"headshot_flesh" "none"
"headshot_mechanical" "none"

"pass_through" "none"

// Victim headshot sounds taken care of in PlayVictimHeadshotConfirmation():
//"headshot_flesh" "Flesh.BulletImpact_3P_vs_1P"
//"headshot_mechanical" "Android.Light.BulletImpact_3P_vs_1P"
}
}
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