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The Definitive Guide To MW3 Hacks, Mods and Cheats In 2019!
You are interested in MW3 Hacks, Mods, Cheats or Trainers. Check our guide!
Click here!
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<blockquote data-quote="CabCon" data-source="post: 9844" data-attributes="member: 1"><p>Hey guys,</p><p>here is a list of all level._effect fxs from mw3. Credits are going to Gagarin and X-Track!</p><p>You can also download the lists with description, here: <a href="http://cabconmodding.com/attachments/cabconmodding-com-mw3-fx-list-for-each-map-rar.425/?temp_hash=ef1f5a00bdf73fa927562e25078b7c7d" target="_blank">Download</a></p><p><strong></strong></p><p><strong>LOCKDOWN</strong>(mp_alpha)</p><p>[spoiler]</p><p>[code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); </p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); </p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );</p><p>level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );</p><p>level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );</p><p>level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );</p><p>level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );</p><p>level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );</p><p>level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );</p><p>level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );</p><p>level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );</p><p>level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );</p><p>// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>BOOTLEG</strong>(mp_bootleg)</p><p>[spoiler]</p><p>[code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" ); </p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); </p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );</p><p>level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );</p><p>level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );</p><p>level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );</p><p>level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); </p><p>level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );</p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "rain_mp_bootleg" ] = loadfx( "weather/rain_mp_bootleg" );</p><p>level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );</p><p>level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );</p><p>level._effect[ "water_drips_fat_fast_speed" ] = loadfx( "water/water_drips_fat_fast_speed" );</p><p>level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );</p><p>level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );</p><p>level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );</p><p>level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );</p><p>level._effect[ "waterfall_drainage_short_london" ] = loadfx( "water/waterfall_drainage_short_london" );</p><p>level._effect[ "waterfall_splash_medium_london" ] = loadfx( "water/waterfall_splash_medium_london" );</p><p>level._effect[ "drainpipe_mp_bootleg" ] = loadfx( "water/drainpipe_mp_bootleg" );</p><p>// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>MISSION</strong>(mp_bravo)</p><p>[spoiler]</p><p>[code]level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_fast_no_paper_bravo" ] = loadfx( "dust/dust_wind_fast_no_paper_bravo" );</p><p>level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</p><p>level._effect[ "trash_spiral_runner_bravo" ] = loadfx( "misc/trash_spiral_runner_bravo" );</p><p>level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );</p><p>level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );</p><p>level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );</p><p>level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</p><p>level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );</p><p>level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );</p><p>level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );</p><p>level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );</p><p>level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );</p><p>level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );</p><p>level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );</p><p>level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );</p><p>level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );</p><p>// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );</p><p>// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );</p><p>// level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );</p><p>// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );</p><p>// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );</p><p>// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );</p><p>// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );</p><p>// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );</p><p>// level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>CARBON</strong>(mp_carbon)</p><p>[spoiler]</p><p>[code]level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );</p><p>level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );</p><p>level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );</p><p>level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );</p><p>level._effect[ "smoke_plume_white_01" ] = loadfx( "smoke/smoke_plume_white_01" );</p><p>level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" );</p><p>level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );</p><p>level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );</p><p>level._effect[ "flame_refinery_far" ] = loadfx( "fire/flame_refinery_far" );</p><p>level._effect[ "flame_refinery_small_far" ] = loadfx( "fire/flame_refinery_small_far" );</p><p>level._effect[ "flame_refinery_small_far_2" ] = loadfx( "fire/flame_refinery_small_far_2" );</p><p>level._effect[ "flame_refinery_small_far_3" ] = loadfx( "fire/flame_refinery_small_far_3" );</p><p>level._effect[ "steam_cs_mp_carbon" ] = loadfx( "smoke/steam_cs_mp_carbon" );</p><p>level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );</p><p>level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );</p><p>level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );</p><p>level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );</p><p>level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</p><p>// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );</p><p>// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );</p><p>// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );</p><p>// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );</p><p>// level._effect[ "smoke_plume01" ] = loadfx( "smoke/smoke_plume01" );</p><p>// level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" );</p><p>// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );</p><p>// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );</p><p>// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );</p><p>// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );</p><p>// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );</p><p>// level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );</p><p>// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>DOME</strong>(mp_dome)</p><p>[spoiler]</p><p>[code]level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );</p><p>level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );</p><p>level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );</p><p>level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );</p><p>level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );</p><p>level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );</p><p>level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );</p><p>level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" ); </p><p>level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" ); </p><p>level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" ); </p><p>level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );</p><p>level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );</p><p>level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );</p><p>level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );</p><p>level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); </p><p>level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" ); </p><p>level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" ); </p><p>level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );</p><p>level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</p><p>level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );</p><p>level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>DOWNTURN</strong>(mp_exchange)</p><p>[spoiler]</p><p>[code]level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); </p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); </p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>level._effect[ "falling_dirt_frequent_runner_exchange" ] = loadfx( "dust/falling_dirt_frequent_runner_exchange" );</p><p>level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); </p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );</p><p>level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );</p><p>level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );</p><p>level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );</p><p>level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );</p><p>level._effect[ "ceiling_smoke_exchange" ] = loadfx( "weather/ceiling_smoke_exchange" ); </p><p>level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );</p><p>level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" ); </p><p>level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); </p><p>level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); </p><p>level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );</p><p>level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); </p><p>level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );</p><p>level._effect[ "water_drips_fat_fast_singlestream" ] = loadfx( "water/water_drips_fat_fast_singlestream" ); [/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>HARDHAT</strong>(mp_hardhat)</p><p>[spoiler]</p><p>[code]level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );</p><p>level._effect[ "large_vehicle_explosion_ir" ] = loadfx( "explosions/large_vehicle_explosion_ir" );</p><p>level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" );</p><p>level._effect[ "generator_spark_runner_loop_interchange" ] = loadfx( "explosions/generator_spark_runner_loop_interchange" );</p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );</p><p>level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );</p><p>level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );</p><p>level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );</p><p>level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );</p><p>level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );</p><p>level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );</p><p>level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );</p><p>level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );</p><p>level._effect[ "jet_flyby_runner" ] = loadfx( "misc/jet_flyby_runner" );</p><p>level._effect[ "building_missilehit_runner" ] = loadfx( "explosions/building_missilehit_runner" );</p><p>// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>// level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );</p><p>// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );</p><p>// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );</p><p>// level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );</p><p>// level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );</p><p>// level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );</p><p>// level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );</p><p>// level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" );</p><p>// level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );</p><p>// level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );</p><p>// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );</p><p>// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );</p><p>// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" ); </p><p>// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );</p><p>// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>// level._effect[ "steam_manhole" ] = loadfx( "smoke/ceiling_smoke_seatown" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );</p><p>// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );</p><p>// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );</p><p>// level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );</p><p>// level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>// level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );</p><p>// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );</p><p>// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );</p><p>// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );</p><p>// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );</p><p>// level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );</p><p>// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );</p><p>// level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );</p><p>// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );</p><p>// level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );</p><p>// level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );</p><p>// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );</p><p>// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );</p><p>// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );</p><p>// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );</p><p>// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );</p><p>// level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );</p><p>// level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );</p><p>// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>INTERCHANGE</strong>(mp_interchange)</p><p>[spoiler]</p><p>[code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" ); </p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); </p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );</p><p>level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );</p><p>level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );</p><p>level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );</p><p>level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); </p><p>level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );</p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>FALLEN</strong>(mp_lambeth)</p><p>[spoiler]</p><p>[code]level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );</p><p>level._effect[ "firelp_med_cheap_dist_mp" ] = loadfx( "fire/firelp_med_cheap_dist_mp" );</p><p>level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); </p><p>level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );</p><p>level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );</p><p>level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );</p><p>level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</p><p>level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );</p><p>level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );</p><p>level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );</p><p>level._effect[ "insects_light_complex" ] = loadfx( "misc/insects_light_complex" );</p><p>level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );</p><p>level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );</p><p>level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );</p><p>level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );</p><p>level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );</p><p>level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );</p><p>level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );</p><p>level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );</p><p>level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );</p><p>level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );</p><p>level._effect[ "ceiling_smoke" ] = loadfx( "weather/ceiling_smoke" );</p><p>// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );</p><p>// level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );</p><p>// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );</p><p>// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );</p><p>// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );</p><p>// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>// level._effect[ "generic_fallingdebris" ] = loadfx( "misc/generic_fallingdebris" );</p><p>// level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );</p><p>// level._effect[ "leaves_fall_gentlewind_far" ] = loadfx( "misc/leaves_fall_gentlewind_far" );</p><p>// level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );</p><p>// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );</p><p>// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" ); </p><p>// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );</p><p>// level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );</p><p>// level._effect[ "electrical_transformer_spark_runner_tight" ] = loadfx( "explosions/electrical_transformer_spark_runner_tight" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>BAAKARA</strong>(mp_mogadishu)</p><p>[spoiler]</p><p>[code]level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );</p><p>level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );</p><p>level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); </p><p>level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );</p><p>level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );</p><p>level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );</p><p>level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );</p><p>level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );</p><p>level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );</p><p>level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>RESISTANCE</strong>(mp_paris)</p><p>[spoiler]</p><p>[code]level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );</p><p>level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );</p><p>level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );</p><p>level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );</p><p>level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );</p><p>level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );</p><p>level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );</p><p>level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );</p><p>level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>ARKADEN</strong>(mp_plaza2)</p><p>[spoiler]</p><p>[code]level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); </p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); </p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); </p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );</p><p>level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );</p><p>level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );</p><p>level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );</p><p>level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );</p><p>level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );</p><p>level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );</p><p>level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); </p><p>level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );</p><p>level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" ); </p><p>level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); </p><p>level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); </p><p>level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );</p><p>level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); </p><p>level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );</p><p>level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); </p><p>level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );</p><p>// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>OUTPOST</strong>(mp_radar)</p><p>[spoiler]</p><p>[code]level._effect[ "tree_snow_dump_fast" ] = loadfx( "snow/tree_snow_dump_fast" );</p><p>level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" );</p><p>level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" );</p><p>level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" );</p><p>level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" );</p><p>level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" );</p><p>level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" );</p><p>level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" );</p><p>level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" );</p><p>level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" );</p><p>level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" );</p><p>level._effect[ "snow_spray_large_oriented_radar_od_runner" ] = loadfx( "snow/snow_spray_large_oriented_radar_od_runner" ); </p><p>level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" );</p><p>level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" );</p><p>level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); </p><p>level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );</p><p>level._effect[ "snow_blowoff_ledge_runner" ] = loadfx( "snow/snow_blowoff_ledge_runner" );</p><p>level._effect[ "snow_clifftop_runner" ] = loadfx( "snow/snow_clifftop_runner" );</p><p>level._effect[ "radar_windy_snow" ] = loadfx( "snow/radar_windy_snow" );</p><p>level._effect[ "blowing_ground_snow" ] = loadfx( "snow/blowing_ground_snow" );</p><p>level._effect[ "tree_snow_dump_radar_runner" ] = loadfx( "snow/tree_snow_dump_radar_runner" );</p><p>level._effect[ "water_drips_fat_slow_speed" ] = loadfx( "water/water_drips_fat_slow_speed" );</p><p>level._effect[ "snow_blizzard_radar" ] = loadfx( "snow/snow_blizzard_radar" );</p><p>level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );</p><p>level._effect[ "snow_gust_runner_radar" ] = loadfx( "snow/snow_gust_runner_radar" ); </p><p>level._effect[ "heat_lamp_distortion" ] = loadfx( "fire/heat_lamp_distortion" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_cheap_mp" ] = loadfx( "fire/firelp_cheap_mp" ); </p><p>level._effect[ "radar_windy_snow_no_mist" ] = loadfx( "snow/radar_windy_snow_no_mist" ); </p><p>level._effect[ "radar_windy_snow_small_area" ] = loadfx( "snow/radar_windy_snow_small_area" ); </p><p>level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>SEATOWN</strong>(mp_seatown)</p><p>[spoiler]</p><p>[code]level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );</p><p>level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" ); </p><p>level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_mp_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" ); </p><p>level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );</p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );</p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" );</p><p>level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" );</p><p>level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );</p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );</p><p>level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" ); </p><p>// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );</p><p>// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );</p><p>// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );</p><p>// level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );</p><p>// level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );</p><p>// level._effect[ "sea_mist" ] = loadfx( "water/sea_mist" ); </p><p>// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );</p><p>// level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" ); </p><p>// level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" ); </p><p>// level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );</p><p>// level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" ); </p><p>// level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );</p><p>// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</p><p>// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );</p><p>// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );</p><p>// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );</p><p>// level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );</p><p>// level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );</p><p>// level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>// level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" ); </p><p>// level._effect[ "room_dust_200_blend" ] = loadfx( "dust/room_dust_200_blend" ); </p><p>// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>UNDERGROUND</strong>(mp_underground)</p><p>[spoiler]</p><p>[code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); </p><p>level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); </p><p>level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );</p><p>level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );</p><p>level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );</p><p>level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );</p><p>level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); </p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );</p><p>level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );</p><p>level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );</p><p>level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );</p><p>level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );</p><p>level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );</p><p>level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );</p><p>level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );</p><p>level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );</p><p>level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); </p><p>level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );</p><p>level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" ); </p><p>level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); </p><p>level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" ); </p><p>level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); [/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>VILLAGE</strong>(mp_village)</p><p>[spoiler]</p><p>[code]level._effect[ "heat_haze_mirage" ] = loadfx( "distortion/heat_haze_mirage" );</p><p>level._effect[ "falling_dirt_area_runner" ] = loadfx( "dust/falling_dirt_area_runner" );</p><p>level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );</p><p>level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );</p><p>level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );</p><p>level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );</p><p>level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );</p><p>level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );</p><p>level._effect[ "birds_takeoff_infrequent_runner" ] = loadfx( "misc/birds_takeoff_infrequent_runner" );</p><p>level._effect[ "leaves_fall_gentlewind_mp_village" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village" );</p><p>level._effect[ "leaves_fall_gentlewind_mp_village_far" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village_far" );</p><p>level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );</p><p>level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</p><p>level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );</p><p>level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>level._effect[ "waterfall_mist_mp_village" ] = loadfx( "water/waterfall_mist_mp_village" );</p><p>level._effect[ "waterfall_mist_ground" ] = loadfx( "water/waterfall_mist_ground" );</p><p>level._effect[ "waterfall_village_1" ] = loadfx( "water/waterfall_village_1" );</p><p>level._effect[ "waterfall_village_2" ] = loadfx( "water/waterfall_village_2" );</p><p>level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" );</p><p>level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" );</p><p>level._effect[ "waterfall_drainage_splash_large" ] = loadfx( "water/waterfall_drainage_splash_large" );</p><p>// level._effect[ "waterfall_drainage_splash_falling" ] = loadfx( "water/waterfall_drainage_splash_falling" );</p><p>// level._effect[ "waterfall_village_3" ] = loadfx( "water/waterfall_village_3" );</p><p>// level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short" );</p><p>// level._effect[ "waterfall_drainage_distortion" ] = loadfx( "water/waterfall_drainage_distortion" );</p><p>// level._effect[ "waterfall_drainage" ] = loadfx( "water/waterfall_drainage" );</p><p>// level._effect[ "waterfall_mist" ] = loadfx( "water/waterfall_mist" );</p><p>// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );</p><p>// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );</p><p>// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );</p><p>// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); </p><p>// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );</p><p>// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );</p><p>// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );</p><p>// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );</p><p>// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );</p><p>// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );</p><p>// level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );</p><p>// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );</p><p>// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );</p><p>// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );</p><p>// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );</p><p>// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );</p><p>// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );</p><p>// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );</p><p>// level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );</p><p>// level._effect[ "leaves_fall_gentlewind_paris" ] = loadfx( "misc/leaves_fall_gentlewind_paris" );</p><p>// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</p><p>// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );</p><p>// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );</p><p>// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );</p><p>// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );</p><p>// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );</p><p>// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );</p><p>// level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );</p><p>// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );</p><p>// level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );</p><p>// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );</p><p>// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );</p><p>// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );</p><p>// level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" ); </p><p>// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );</p><p>// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );</p><p>// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );</p><p>// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>TERMINAL</strong>(mp_terminal_cls)</p><p>[spoiler]</p><p>[code]level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );</p><p>level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );</p><p>level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );</p><p>level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );</p><p>level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" );</p><p>level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>AGROUND</strong>(mp_aground_ss)</p><p>[spoiler]</p><p>[code]level._effect["birds_circle_main"] = loadfx( "misc/birds_circle_main" );</p><p>level._effect["water_wave_splash2_runner"] = loadfx("water/water_wave_splash2_runner"); </p><p>level._effect["water_shore_splash_xlg_r"] = loadfx("water/water_shore_splash_xlg_r");</p><p>level._effect["water_wave_splash_xsm_runner"] = loadfx("water/water_wave_splash_xsm_runner");</p><p>level._effect["water_shore_splash_r"] = loadfx("water/water_shore_splash_r");</p><p>level._effect["mist_light"] = loadfx("water/mist_light");</p><p>level._effect["fog_aground"] = loadfx("weather/fog_aground");</p><p>level._effect["drips_slow"] = loadfx("misc/drips_slow");</p><p>level._effect["mp_cw_insects"] = loadfx("maps/mp_crosswalk_ss/mp_cw_insects");</p><p>level._effect["fog_bog_c"] = loadfx("weather/fog_bog_c");</p><p>level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp");</p><p>level._effect["godrays_aground"] = loadfx("lights/godrays_aground");</p><p>level._effect["godrays_aground_b"] = loadfx("lights/godrays_aground_b");</p><p>level._effect["tinhat_beam"] = loadfx("lights/tinhat_beam");</p><p>level._effect["bulb_single_orange"] = loadfx("lights/bulb_single_orange");</p><p>level._effect["light_dust_motes_fog"] = loadfx("maps/mp_overwatch/light_dust_motes_fog"); </p><p>level._effect["paper_blowing_Trash_r"] = loadfx("misc/paper_blowing_Trash_r");</p><p>level._effect["penguin"] = loadfx("animals/penguin");[/code]</p><p>[/spoiler]</p><p></p><p></p><p><strong>EROSION</strong>(mp_courtyard_ss)</p><p>[spoiler]</p><p>[code]level._effect[ "Volcano" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" );</p><p>level._effect[ "Godrays_A" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" );</p><p>level._effect[ "Godrays_B" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" );</p><p>level._effect[ "Godrays_C" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" );</p><p>level._effect[ "Ash" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" );</p><p>level._effect[ "Ambient_dust" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" );</p><p>level._effect[ "Insects" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" );</p><p>level._effect[ "Dragonflies" ] = loadfx( "misc/insects_dragonfly_runner_a" );[/code]</p><p>[/spoiler]</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><a href="http://cabconmodding.com/attachments/cabconmodding-com-mw3-fx-list-for-each-map-rar.425/?temp_hash=ef1f5a00bdf73fa927562e25078b7c7d" target="_blank">Download</a></strong></span></p></blockquote><p></p>
[QUOTE="CabCon, post: 9844, member: 1"] Hey guys, here is a list of all level._effect fxs from mw3. Credits are going to Gagarin and X-Track! You can also download the lists with description, here: [URL='http://cabconmodding.com/attachments/cabconmodding-com-mw3-fx-list-for-each-map-rar.425/?temp_hash=ef1f5a00bdf73fa927562e25078b7c7d']Download[/URL] [B] LOCKDOWN[/B](mp_alpha) [spoiler] [code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" ); level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" ); level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" ); level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" ); level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" ); level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" ); level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" ); level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" ); level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); // level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code] [/spoiler] [B]BOOTLEG[/B](mp_bootleg) [spoiler] [code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" ); level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" ); level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" ); level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "rain_mp_bootleg" ] = loadfx( "weather/rain_mp_bootleg" ); level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" ); level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" ); level._effect[ "water_drips_fat_fast_speed" ] = loadfx( "water/water_drips_fat_fast_speed" ); level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" ); level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" ); level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" ); level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" ); level._effect[ "waterfall_drainage_short_london" ] = loadfx( "water/waterfall_drainage_short_london" ); level._effect[ "waterfall_splash_medium_london" ] = loadfx( "water/waterfall_splash_medium_london" ); level._effect[ "drainpipe_mp_bootleg" ] = loadfx( "water/drainpipe_mp_bootleg" ); // level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code] [/spoiler] [B]MISSION[/B](mp_bravo) [spoiler] [code]level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "dust_wind_fast_no_paper_bravo" ] = loadfx( "dust/dust_wind_fast_no_paper_bravo" ); level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" ); level._effect[ "trash_spiral_runner_bravo" ] = loadfx( "misc/trash_spiral_runner_bravo" ); level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" ); level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" ); level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" ); level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" ); level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" ); level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); // level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" ); // level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); // level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" ); // level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" ); // level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); // level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" ); // level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); // level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" ); // level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" ); // level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); // level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );[/code] [/spoiler] [B]CARBON[/B](mp_carbon) [spoiler] [code]level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_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_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" ); 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[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" ); level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); 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[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" ); level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" ); level._effect[ "flame_refinery_far" ] = loadfx( "fire/flame_refinery_far" ); level._effect[ "flame_refinery_small_far" ] = loadfx( "fire/flame_refinery_small_far" ); level._effect[ "flame_refinery_small_far_2" ] = loadfx( "fire/flame_refinery_small_far_2" ); level._effect[ "flame_refinery_small_far_3" ] = loadfx( "fire/flame_refinery_small_far_3" ); level._effect[ "steam_cs_mp_carbon" ] = loadfx( "smoke/steam_cs_mp_carbon" ); level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" ); level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" ); level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" ); level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" ); level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" ); // level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); // level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" ); // level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); // level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" ); // level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" ); // level._effect[ "smoke_plume01" ] = loadfx( "smoke/smoke_plume01" ); // level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" ); // level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" ); // level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); // level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); // level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" ); // level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" ); // level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); // level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" ); // level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );[/code] [/spoiler] [B]DOME[/B](mp_dome) [spoiler] [code]level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" ); level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" ); level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" ); 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_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); 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" ); level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" ); level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );[/code] [/spoiler] [B]DOWNTURN[/B](mp_exchange) [spoiler] [code]level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); level._effect[ "falling_dirt_frequent_runner_exchange" ] = loadfx( "dust/falling_dirt_frequent_runner_exchange" ); level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" ); level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" ); level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" ); level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" ); level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" ); level._effect[ "ceiling_smoke_exchange" ] = loadfx( "weather/ceiling_smoke_exchange" ); level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" ); level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" ); level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" ); level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" ); level._effect[ "water_drips_fat_fast_singlestream" ] = loadfx( "water/water_drips_fat_fast_singlestream" ); [/code] [/spoiler] [B]HARDHAT[/B](mp_hardhat) [spoiler] [code]level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" ); level._effect[ "large_vehicle_explosion_ir" ] = loadfx( "explosions/large_vehicle_explosion_ir" ); level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" ); level._effect[ "generator_spark_runner_loop_interchange" ] = loadfx( "explosions/generator_spark_runner_loop_interchange" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" ); level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" ); level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" ); level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" ); level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" ); level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" ); level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" ); level._effect[ "jet_flyby_runner" ] = loadfx( "misc/jet_flyby_runner" ); level._effect[ "building_missilehit_runner" ] = loadfx( "explosions/building_missilehit_runner" ); // level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); // level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" ); // level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" ); // level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" ); // level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); // level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); // level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" ); // level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" ); // level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" ); // level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" ); // level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" ); // level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); // level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); // level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); // level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" ); // level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); // level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" ); // level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" ); // level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); // level._effect[ "steam_manhole" ] = loadfx( "smoke/ceiling_smoke_seatown" ); // level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" ); // level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" ); // level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" ); // level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" ); // level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" ); // level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); // level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" ); // level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); // level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); // level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" ); // level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" ); // level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); // level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); // level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" ); // level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" ); // level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" ); // level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" ); // level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" ); // level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" ); // level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" ); // level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" ); // level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" ); // level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" ); // level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" ); // level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" ); // level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" ); // level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );[/code] [/spoiler] [B]INTERCHANGE[/B](mp_interchange) [spoiler] [code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" ); level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); level._effect[ "falling_dirt_frequent_runner" ] loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" ); level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" ); level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );[/code] [/spoiler] [B]FALLEN[/B](mp_lambeth) [spoiler] [code]level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" ); level._effect[ "firelp_med_cheap_dist_mp" ] = loadfx( "fire/firelp_med_cheap_dist_mp" ); level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" ); level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" ); level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" ); level._effect[ "insects_light_complex" ] = loadfx( "misc/insects_light_complex" ); level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" ); level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" ); 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[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" ); level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" ); level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" ); level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" ); level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" ); level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" ); level._effect[ "ceiling_smoke" ] = loadfx( "weather/ceiling_smoke" ); // level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" ); // level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" ); // level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" ); // level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" ); // level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" ); // level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" ); // level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); // level._effect[ "generic_fallingdebris" ] = loadfx( "misc/generic_fallingdebris" ); // level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); // level._effect[ "leaves_fall_gentlewind_far" ] = loadfx( "misc/leaves_fall_gentlewind_far" ); // level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" ); // level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" ); // level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" ); // level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" ); // level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" ); // level._effect[ "electrical_transformer_spark_runner_tight" ] = loadfx( "explosions/electrical_transformer_spark_runner_tight" );[/code] [/spoiler] [B]BAAKARA[/B](mp_mogadishu) [spoiler] [code]level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_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_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" ); level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" ); level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" ); level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );[/code] [/spoiler] [B]RESISTANCE[/B](mp_paris) [spoiler] [code]level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" ); level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" ); level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );[/code] [/spoiler] [B]ARKADEN[/B](mp_plaza2) [spoiler] [code]level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" ); level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" ); level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" ); level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" ); level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" ); level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" ); level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" ); level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" ); level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" ); level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" ); // level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code] [/spoiler] [B]OUTPOST[/B](mp_radar) [spoiler] [code]level._effect[ "tree_snow_dump_fast" ] = loadfx( "snow/tree_snow_dump_fast" ); level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" ); level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" ); level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" ); level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" ); level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" ); level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" ); level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" ); level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" ); 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_spray_large_oriented_radar_od_runner" ] = loadfx( "snow/snow_spray_large_oriented_radar_od_runner" ); level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" ); level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" ); level._effect[ "snow_blowoff_ledge_runner" ] = loadfx( "snow/snow_blowoff_ledge_runner" ); level._effect[ "snow_clifftop_runner" ] = loadfx( "snow/snow_clifftop_runner" ); level._effect[ "radar_windy_snow" ] = loadfx( "snow/radar_windy_snow" ); level._effect[ "blowing_ground_snow" ] = loadfx( "snow/blowing_ground_snow" ); level._effect[ "tree_snow_dump_radar_runner" ] = loadfx( "snow/tree_snow_dump_radar_runner" ); level._effect[ "water_drips_fat_slow_speed" ] = loadfx( "water/water_drips_fat_slow_speed" ); level._effect[ "snow_blizzard_radar" ] = loadfx( "snow/snow_blizzard_radar" ); level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" ); level._effect[ "snow_gust_runner_radar" ] = loadfx( "snow/snow_gust_runner_radar" ); level._effect[ "heat_lamp_distortion" ] = loadfx( "fire/heat_lamp_distortion" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_cheap_mp" ] = loadfx( "fire/firelp_cheap_mp" ); level._effect[ "radar_windy_snow_no_mist" ] = loadfx( "snow/radar_windy_snow_no_mist" ); level._effect[ "radar_windy_snow_small_area" ] = loadfx( "snow/radar_windy_snow_small_area" ); level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code] [/spoiler] [B]SEATOWN[/B](mp_seatown) [spoiler] [code]level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" ); level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" ); level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" ); level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "room_dust_200_mp_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" ); level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" ); level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" ); level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" ); level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" ); // level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" ); // level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" ); // level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" ); // 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[ "sea_mist" ] = loadfx( "water/sea_mist" ); // level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" ); // 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" ); // 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[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" ); // level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); // level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" ); // level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" ); // level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" ); // level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" ); // level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" ); // 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_blend" ] = loadfx( "dust/room_dust_200_blend" ); // level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );[/code] [/spoiler] [B]UNDERGROUND[/B](mp_underground) [spoiler] [code]level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_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[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" ); level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" ); level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" ); level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" ); level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" ); level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" ); level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" ); level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" ); level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" ); level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" ); level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" ); level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" ); level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" ); level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" ); level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" ); level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" ); level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" ); level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" ); level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" ); [/code] [/spoiler] [B]VILLAGE[/B](mp_village) [spoiler] [code]level._effect[ "heat_haze_mirage" ] = loadfx( "distortion/heat_haze_mirage" ); level._effect[ "falling_dirt_area_runner" ] = loadfx( "dust/falling_dirt_area_runner" ); level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" ); level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" ); level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" ); level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" ); level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "birds_takeoff_infrequent_runner" ] = loadfx( "misc/birds_takeoff_infrequent_runner" ); level._effect[ "leaves_fall_gentlewind_mp_village" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village" ); level._effect[ "leaves_fall_gentlewind_mp_village_far" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village_far" ); level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" ); level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" ); level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "waterfall_mist_mp_village" ] = loadfx( "water/waterfall_mist_mp_village" ); level._effect[ "waterfall_mist_ground" ] = loadfx( "water/waterfall_mist_ground" ); level._effect[ "waterfall_village_1" ] = loadfx( "water/waterfall_village_1" ); level._effect[ "waterfall_village_2" ] = loadfx( "water/waterfall_village_2" ); level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" ); level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" ); level._effect[ "waterfall_drainage_splash_large" ] = loadfx( "water/waterfall_drainage_splash_large" ); // level._effect[ "waterfall_drainage_splash_falling" ] = loadfx( "water/waterfall_drainage_splash_falling" ); // level._effect[ "waterfall_village_3" ] = loadfx( "water/waterfall_village_3" ); // level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short" ); // level._effect[ "waterfall_drainage_distortion" ] = loadfx( "water/waterfall_drainage_distortion" ); // level._effect[ "waterfall_drainage" ] = loadfx( "water/waterfall_drainage" ); // level._effect[ "waterfall_mist" ] = loadfx( "water/waterfall_mist" ); // level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" ); // level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" ); // level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" ); // level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); // level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" ); // level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" ); // level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" ); // level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" ); // level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" ); // level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" ); // level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" ); // level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" ); // level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" ); // level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" ); // level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" ); // level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" ); // level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" ); // level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" ); // level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" ); // level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" ); // level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" ); // level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" ); // level._effect[ "leaves_fall_gentlewind_paris" ] = loadfx( "misc/leaves_fall_gentlewind_paris" ); // level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" ); // level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" ); // level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" ); // level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" ); // level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" ); // level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" ); // level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" ); // level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" ); // level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" ); // level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" ); // level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" ); // level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" ); // level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" ); // level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" ); // level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" ); // level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" ); // level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" ); // level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );[/code] [/spoiler] [B]TERMINAL[/B](mp_terminal_cls) [spoiler] [code]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" ); level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );[/code] [/spoiler] [B]AGROUND[/B](mp_aground_ss) [spoiler] [code]level._effect["birds_circle_main"] = loadfx( "misc/birds_circle_main" ); level._effect["water_wave_splash2_runner"] = loadfx("water/water_wave_splash2_runner"); level._effect["water_shore_splash_xlg_r"] = loadfx("water/water_shore_splash_xlg_r"); level._effect["water_wave_splash_xsm_runner"] = loadfx("water/water_wave_splash_xsm_runner"); level._effect["water_shore_splash_r"] = loadfx("water/water_shore_splash_r"); level._effect["mist_light"] = loadfx("water/mist_light"); level._effect["fog_aground"] = loadfx("weather/fog_aground"); level._effect["drips_slow"] = loadfx("misc/drips_slow"); level._effect["mp_cw_insects"] = loadfx("maps/mp_crosswalk_ss/mp_cw_insects"); level._effect["fog_bog_c"] = loadfx("weather/fog_bog_c"); level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp"); level._effect["godrays_aground"] = loadfx("lights/godrays_aground"); level._effect["godrays_aground_b"] = loadfx("lights/godrays_aground_b"); level._effect["tinhat_beam"] = loadfx("lights/tinhat_beam"); level._effect["bulb_single_orange"] = loadfx("lights/bulb_single_orange"); level._effect["light_dust_motes_fog"] = loadfx("maps/mp_overwatch/light_dust_motes_fog"); level._effect["paper_blowing_Trash_r"] = loadfx("misc/paper_blowing_Trash_r"); level._effect["penguin"] = loadfx("animals/penguin");[/code] [/spoiler] [B]EROSION[/B](mp_courtyard_ss) [spoiler] [code]level._effect[ "Volcano" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" ); level._effect[ "Godrays_A" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" ); level._effect[ "Godrays_B" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" ); level._effect[ "Godrays_C" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" ); level._effect[ "Ash" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" ); level._effect[ "Ambient_dust" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" ); level._effect[ "Insects" ] = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" ); level._effect[ "Dragonflies" ] = loadfx( "misc/insects_dragonfly_runner_a" );[/code] [/spoiler] [CENTER][SIZE=5][B][URL='http://cabconmodding.com/attachments/cabconmodding-com-mw3-fx-list-for-each-map-rar.425/?temp_hash=ef1f5a00bdf73fa927562e25078b7c7d']Download[/URL][/B][/SIZE][/CENTER] [/QUOTE]
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