2025-04-14 04:00:59
This commit is contained in:
@@ -832,4 +832,676 @@ BFL_medium_tank_anti_air = {
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easy_maintenance
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}
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}
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}
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BFL_heavy_tanks = {
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category = land
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blocked_for = {}
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available_for = { BFL }
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roles = {
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land_heavy_tank
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}
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priority = {
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factor = 0
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}
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basic_heavy_tank_default = { #Somua S35
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priority = {
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factor = 0
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modifier = {
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has_tech = improved_heavy_tank_chassis
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factor = 0 #let's not waste XP here
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}
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}
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target_variant = {
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match_value = 1000
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type = heavy_tank_chassis_1
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modules = {
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main_armament_slot = {
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any_of = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_medium_cannon_2
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tank_medium_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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}
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}
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turret_type_slot = tank_heavy_three_man_tank_turret
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suspension_type_slot = tank_torsion_bar_suspension
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armor_type_slot = tank_welded_armor
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engine_type_slot = tank_diesel_engine
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special_type_slot_1 = {
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any_of = {
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tank_radio_3
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tank_radio_2
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tank_radio_1
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}
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}
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special_type_slot_2 = secondary_turret_small_cannon
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special_type_slot_3 = easy_maintenance
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special_type_slot_4 = secondary_turret_small_cannon
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}
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upgrades = {
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tank_nsb_engine_upgrade = 5
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tank_nsb_armor_upgrade = 0
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}
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}
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allowed_modules = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_close_support_gun
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tank_heavy_three_man_tank_turret
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tank_torsion_bar_suspension
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tank_welded_armor
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tank_diesel_engine
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tank_radio_3
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tank_radio_2
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tank_radio_1
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secondary_turret_small_cannon
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easy_maintenance
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}
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}
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improved_heavy_tank_default = {#AMC 35
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priority = {
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factor = 0
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modifier = {
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has_tech = advanced_heavy_tank_chassis
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factor = 0 #let's not waste XP here
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}
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}
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target_variant = {
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match_value = 1000
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type = heavy_tank_chassis_2
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modules = {
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main_armament_slot = {
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any_of = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_medium_cannon_2
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tank_medium_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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}
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}
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turret_type_slot = tank_heavy_three_man_tank_turret
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suspension_type_slot = tank_bogie_suspension
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armor_type_slot = tank_welded_armor
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engine_type_slot = tank_diesel_engine
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special_type_slot_1 = {
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any_of = {
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tank_radio_3
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tank_radio_2
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tank_radio_1
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}
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}
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special_type_slot_2 = secondary_turret_small_cannon
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special_type_slot_3 = easy_maintenance
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special_type_slot_4 = secondary_turret_small_cannon
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}
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upgrades = {
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tank_nsb_engine_upgrade = 5
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tank_nsb_armor_upgrade = 4
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}
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}
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allowed_modules = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_close_support_gun
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tank_heavy_three_man_tank_turret
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tank_bogie_suspension
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tank_welded_armor
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tank_diesel_engine
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tank_radio_3
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tank_radio_2
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tank_radio_1
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secondary_turret_small_cannon
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easy_maintenance
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}
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}
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advanced_heavy_tank_default = { #SARL42
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priority = {
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factor = 0
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}
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target_variant = {
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match_value = 1000
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type = heavy_tank_chassis_3
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modules = {
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main_armament_slot = {
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any_of = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_medium_cannon_2
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tank_medium_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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}
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}
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turret_type_slot = tank_heavy_three_man_tank_turret
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suspension_type_slot = tank_bogie_suspension
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armor_type_slot = tank_welded_armor
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engine_type_slot = tank_diesel_engine
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special_type_slot_1 = {
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any_of = {
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tank_radio_3
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tank_radio_2
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tank_radio_1
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}
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}
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special_type_slot_2 = secondary_turret_small_cannon
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special_type_slot_3 = easy_maintenance
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special_type_slot_4 = secondary_turret_small_cannon
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}
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upgrades = {
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tank_nsb_engine_upgrade = 5
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tank_nsb_armor_upgrade = 4
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}
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}
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allowed_modules = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_close_support_gun
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tank_heavy_three_man_tank_turret
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tank_bogie_suspension
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tank_welded_armor
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tank_diesel_engine
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tank_radio_3
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tank_radio_2
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tank_radio_1
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secondary_turret_small_cannon
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easy_maintenance
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}
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}
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}
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BFL_heavy_tank_destroyers = {
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category = land
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blocked_for = {}
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available_for = { BFL }
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roles = {
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land_heavy_tank_destroyer
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}
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priority = {
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factor = 0
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}
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heavy_tank_destroyer_1 = { #Somua S35
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priority = {
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factor = 0
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modifier = {
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has_tech = improved_heavy_tank_chassis
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factor = 0 #let's not waste XP here
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}
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}
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target_variant = {
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match_value = 1000
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type = heavy_tank_destroyer_chassis_1
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modules = {
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main_armament_slot = {
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any_of = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_medium_cannon_2
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tank_medium_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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}
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}
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turret_type_slot = tank_medium_fixed_superstructure_turret
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suspension_type_slot = tank_bogie_suspension
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armor_type_slot = tank_cast_armor
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engine_type_slot = tank_diesel_engine
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special_type_slot_1 = armor_skirts
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special_type_slot_2 = sloped_armor
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special_type_slot_3 = easy_maintenance
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special_type_slot_4 = empty
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}
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upgrades = {
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tank_nsb_engine_upgrade = 14
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tank_nsb_armor_upgrade = 20
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}
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}
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allowed_modules = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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tank_medium_fixed_superstructure_turret
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tank_bogie_suspension
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tank_cast_armor
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tank_diesel_engine
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armor_skirts
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sloped_armor
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easy_maintenance
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}
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}
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heavy_tank_destroyer_2 = {#AMC 35
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priority = {
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factor = 0
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modifier = {
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has_tech = advanced_heavy_tank_chassis
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factor = 0 #let's not waste XP here
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}
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}
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target_variant = {
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match_value = 1000
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type = heavy_tank_destroyer_chassis_2
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modules = {
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main_armament_slot = {
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any_of = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_medium_cannon_2
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tank_medium_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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}
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}
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turret_type_slot = tank_medium_fixed_superstructure_turret
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suspension_type_slot = tank_bogie_suspension
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armor_type_slot = tank_cast_armor
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engine_type_slot = tank_diesel_engine
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special_type_slot_1 = armor_skirts
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special_type_slot_2 = sloped_armor
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special_type_slot_3 = easy_maintenance
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special_type_slot_4 = empty
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}
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upgrades = {
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tank_nsb_engine_upgrade = 12
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tank_nsb_armor_upgrade = 20
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}
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}
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allowed_modules = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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tank_medium_fixed_superstructure_turret
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tank_bogie_suspension
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tank_cast_armor
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tank_diesel_engine
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armor_skirts
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sloped_armor
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easy_maintenance
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}
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}
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heavy_tank_destroyer_3 = { #SARL42
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priority = {
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factor = 0
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}
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target_variant = {
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match_value = 1000
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type = heavy_tank_destroyer_chassis_3
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modules = {
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main_armament_slot = {
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any_of = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_medium_cannon_2
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tank_medium_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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}
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}
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turret_type_slot = tank_medium_fixed_superstructure_turret
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suspension_type_slot = tank_bogie_suspension
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armor_type_slot = tank_cast_armor
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engine_type_slot = tank_diesel_engine
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special_type_slot_1 = armor_skirts
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special_type_slot_2 = sloped_armor
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special_type_slot_3 = easy_maintenance
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special_type_slot_4 = empty
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}
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upgrades = {
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tank_nsb_engine_upgrade = 12
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tank_nsb_armor_upgrade = 20
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}
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}
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allowed_modules = {
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tank_heavy_cannon_3
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tank_heavy_cannon_2
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tank_heavy_cannon
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tank_high_velocity_cannon_3
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tank_high_velocity_cannon_2
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tank_high_velocity_cannon
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tank_medium_fixed_superstructure_turret
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tank_bogie_suspension
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tank_cast_armor
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tank_diesel_engine
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armor_skirts
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sloped_armor
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easy_maintenance
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}
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}
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}
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BFL_heavy_tank_artillery = {
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category = land
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blocked_for = {}
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available_for = {BFL}
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roles = {
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land_heavy_tank_artillery
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}
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priority = {
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factor = 0
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}
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heavy_tank_artillery_1 = {
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priority = {
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factor = 0
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}
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enable = {
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has_tech = interwar_artillery
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}
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history = yes
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target_variant = {
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match_value = 1000
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type = heavy_tank_artillery_chassis_1
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modules = {
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main_armament_slot = tank_medium_howitzer
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turret_type_slot = tank_heavy_fixed_superstructure_turret
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suspension_type_slot = tank_bogie_suspension
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armor_type_slot = tank_riveted_armor
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engine_type_slot = tank_gasoline_engine
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||||
special_type_slot_1 = empty
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special_type_slot_2 = empty
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special_type_slot_3 = empty
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special_type_slot_4 = empty
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}
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upgrades = {
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tank_nsb_engine_upgrade = 4
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tank_nsb_armor_upgrade = {
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base = 3
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modifier = {
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add = 1
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has_war = yes
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}
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}
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}
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}
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||||
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allowed_modules = {
|
||||
tank_medium_howitzer
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||||
tank_heavy_fixed_superstructure_turret
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||||
tank_bogie_suspension
|
||||
tank_riveted_armor
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||||
tank_gasoline_engine
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||||
}
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||||
}
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||||
heavy_tank_artillery_2 = {
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||||
priority = {
|
||||
factor = 0
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||||
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||||
}
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||||
enable = {
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||||
has_tech = interwar_artillery
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||||
}
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||||
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||||
history = yes
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||||
target_variant = {
|
||||
match_value = 1500
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||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
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||||
main_armament_slot = tank_medium_howitzer_2
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||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
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||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
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||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
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||||
}
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
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||||
tank_heavy_fixed_superstructure_turret
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||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
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||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
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||||
|
||||
}
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||||
enable = {
|
||||
has_tech = artillery5
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||||
}
|
||||
|
||||
history = yes
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||||
target_variant = {
|
||||
match_value = 2000
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||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BFL_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {BFL}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1225,3 +1225,674 @@ BYG_medium_tank_artillery = {
|
||||
}
|
||||
}
|
||||
|
||||
BYG_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { BYG }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { BYG }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {BYG}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {BYG}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1887,3 +1887,674 @@ CHY_medium_tank_amphibious = {
|
||||
}
|
||||
}
|
||||
|
||||
CHY_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { CHY }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { CHY }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {CHY}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {CHY}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -844,3 +844,675 @@ DOH_medium_tank_anti_air = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DOH_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { DOH }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DOH_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { DOH }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DOH_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {DOH}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DOH_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {DOH}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1053,4 +1053,676 @@ HUJ_medium_tank_amphibious = {
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { HUJ }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { HUJ }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {HUJ}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {HUJ}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1229,3 +1229,675 @@ SAD_medium_tank_anti_air = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { SAD }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { SAD }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {SAD}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {SAD}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -848,3 +848,674 @@ TIX_medium_tank_anti_air = {
|
||||
}
|
||||
}
|
||||
|
||||
TIX_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { TIX }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TIX_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { TIX }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TIX_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {TIX}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TIX_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {TIX}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -863,4 +863,676 @@ YUW_medium_tank_anti_air = {
|
||||
dozer_blade
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW_heavy_tanks = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = { YUW }
|
||||
|
||||
roles = {
|
||||
land_heavy_tank
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
basic_heavy_tank_default = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 0
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_torsion_bar_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
improved_heavy_tank_default = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
|
||||
advanced_heavy_tank_default = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_heavy_three_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = {
|
||||
any_of = {
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
}
|
||||
}
|
||||
special_type_slot_2 = secondary_turret_small_cannon
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = secondary_turret_small_cannon
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_close_support_gun
|
||||
tank_heavy_three_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_welded_armor
|
||||
tank_diesel_engine
|
||||
tank_radio_3
|
||||
tank_radio_2
|
||||
tank_radio_1
|
||||
secondary_turret_small_cannon
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW_heavy_tank_destroyers = {
|
||||
category = land
|
||||
blocked_for = {}
|
||||
available_for = { YUW }
|
||||
roles = {
|
||||
land_heavy_tank_destroyer
|
||||
}
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_destroyer_1 = { #Somua S35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = improved_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 14
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_2 = {#AMC 35
|
||||
priority = {
|
||||
factor = 0
|
||||
modifier = {
|
||||
has_tech = advanced_heavy_tank_chassis
|
||||
factor = 0 #let's not waste XP here
|
||||
}
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_3 = { #SARL42
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_destroyer_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = {
|
||||
any_of = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_medium_cannon_2
|
||||
tank_medium_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
}
|
||||
}
|
||||
turret_type_slot = tank_medium_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_cast_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = armor_skirts
|
||||
special_type_slot_2 = sloped_armor
|
||||
special_type_slot_3 = easy_maintenance
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 12
|
||||
tank_nsb_armor_upgrade = 20
|
||||
}
|
||||
}
|
||||
allowed_modules = {
|
||||
tank_heavy_cannon_3
|
||||
tank_heavy_cannon_2
|
||||
tank_heavy_cannon
|
||||
tank_high_velocity_cannon_3
|
||||
tank_high_velocity_cannon_2
|
||||
tank_high_velocity_cannon
|
||||
tank_medium_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_cast_armor
|
||||
tank_diesel_engine
|
||||
armor_skirts
|
||||
sloped_armor
|
||||
easy_maintenance
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW_heavy_tank_artillery = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {YUW}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_artillery
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_artillery_1 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_artillery_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_artillery
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_artillery_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_medium_howitzer_2
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 4
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_medium_howitzer_2
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = artillery5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2000
|
||||
type = heavy_tank_artillery_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_heavy_howitzer
|
||||
turret_type_slot = tank_heavy_fixed_superstructure_turret
|
||||
suspension_type_slot = tank_interleaved_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = extra_ammo_storage
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 6
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 8
|
||||
modifier = {
|
||||
add = 4
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_heavy_howitzer
|
||||
tank_heavy_fixed_superstructure_turret
|
||||
tank_interleaved_suspension
|
||||
tank_welded_armor
|
||||
tank_gasoline_engine
|
||||
extra_ammo_storage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW_heavy_tank_anti_air = {
|
||||
category = land
|
||||
|
||||
blocked_for = {}
|
||||
|
||||
available_for = {YUW}
|
||||
|
||||
roles = {
|
||||
land_heavy_tank_anti_air
|
||||
}
|
||||
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
heavy_tank_anti_air_1 = {
|
||||
priority = {
|
||||
factor = 1
|
||||
|
||||
}
|
||||
enable = {
|
||||
has_tech = interwar_antiair
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1000
|
||||
type = heavy_tank_aa_chassis_1
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
heavy_tank_anti_air_2 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair2
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 1500
|
||||
type = heavy_tank_aa_chassis_2
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_2
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 2
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_2
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_anti_air_3 = {
|
||||
priority = {
|
||||
factor = 0
|
||||
}
|
||||
enable = {
|
||||
has_tech = antiair5
|
||||
}
|
||||
|
||||
history = yes
|
||||
target_variant = {
|
||||
match_value = 2500
|
||||
type = heavy_tank_aa_chassis_3
|
||||
modules = {
|
||||
main_armament_slot = tank_anti_air_cannon_3
|
||||
turret_type_slot = tank_heavy_two_man_tank_turret
|
||||
suspension_type_slot = tank_bogie_suspension
|
||||
armor_type_slot = tank_riveted_armor
|
||||
engine_type_slot = tank_gasoline_engine
|
||||
special_type_slot_1 = empty
|
||||
special_type_slot_2 = empty
|
||||
special_type_slot_3 = empty
|
||||
special_type_slot_4 = empty
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 5
|
||||
tank_nsb_armor_upgrade = {
|
||||
base = 3
|
||||
modifier = {
|
||||
add = 1
|
||||
has_war = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
allowed_modules = {
|
||||
tank_anti_air_cannon_3
|
||||
tank_heavy_two_man_tank_turret
|
||||
tank_bogie_suspension
|
||||
tank_riveted_armor
|
||||
tank_gasoline_engine
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -113,6 +113,8 @@ allow_release_nations = {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
allow_licensing = {
|
||||
name = "RULE_ALLOW_LICENSING"
|
||||
group = "RULE_GROUP_GENERAL_FOREIGN_POLICY"
|
||||
|
||||
@@ -340,7 +340,7 @@ ideas = {
|
||||
}
|
||||
}
|
||||
TIX_zjh = {
|
||||
picture = idea_generic_coastal_navy
|
||||
picture = generic_coastal_navy
|
||||
|
||||
allowed_civil_war = {
|
||||
always = yes
|
||||
|
||||
1291
src/common/scripted_triggers/diplomacy_scripted_triggers.txt
Executable file
1291
src/common/scripted_triggers/diplomacy_scripted_triggers.txt
Executable file
File diff suppressed because it is too large
Load Diff
198
src/gfx/entities/az_WW_meshes_armored_engineering_vehicles.gfx
Executable file
198
src/gfx/entities/az_WW_meshes_armored_engineering_vehicles.gfx
Executable file
@@ -0,0 +1,198 @@
|
||||
objectTypes = {
|
||||
|
||||
##########################
|
||||
# MINE CLEARANCE VEHICLES #
|
||||
##########################
|
||||
|
||||
pdxmesh = {
|
||||
name = "ENG_medium_clearance_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/ENG_medium_clearance_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ENG_medium_clearance_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "ENG_medium_clearance_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_medium_clearance_vehicle_moving_animation" }
|
||||
animation = { id = "mine_clearance" type = "ENG_medium_clearance_vehicle_mine_clearance_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "GER_medium_clearance_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/GER_medium_clearance_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_medium_clearance_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_medium_clearance_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_clearance_vehicle_moving_animation" }
|
||||
animation = { id = "mine_clearance" type = "GER_medium_clearance_vehicle_mine_clearance_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_medium_clearance_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/JAP_medium_clearance_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "JAP_medium_clearance_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "JAP_medium_clearance_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_clearance_vehicle_moving_animation" }
|
||||
animation = { id = "mine_clearance" type = "JAP_medium_clearance_vehicle_mine_clearance_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SOV_medium_clearance_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/SOV_medium_clearance_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "SOV_medium_clearance_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "SOV_medium_clearance_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_medium_clearance_vehicle_moving_animation" }
|
||||
animation = { id = "mine_clearance" type = "SOV_medium_clearance_vehicle_mine_clearance_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "USA_medium_clearance_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/USA_medium_clearance_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_medium_clearance_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_medium_clearance_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "USA_medium_clearance_vehicle_moving_animation" }
|
||||
animation = { id = "mine_clearance" type = "USA_medium_clearance_vehicle_mine_clearance_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
##########################
|
||||
# CROSSING VEHICLES #
|
||||
##########################
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_light_crossing_support_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/ENG_light_crossing_support_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ENG_light_crossing_support_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "ENG_light_crossing_support_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_light_crossing_support_vehicle_moving_animation" }
|
||||
animation = { id = "deploy" type = "ENG_light_crossing_support_vehicle_deploy_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_light_crossing_support_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/GER_light_crossing_support_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_light_crossing_support_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_light_crossing_support_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_crossing_support_vehicle_moving_animation" }
|
||||
animation = { id = "deploy" type = "GER_light_crossing_support_vehicle_deploy_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_light_crossing_support_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/ITA_light_crossing_support_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ITA_light_crossing_support_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "ITA_light_crossing_support_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_light_crossing_support_vehicle_moving_animation" }
|
||||
animation = { id = "deploy" type = "ITA_light_crossing_support_vehicle_deploy_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_light_crossing_support_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/SOV_light_crossing_support_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "SOV_light_crossing_support_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "SOV_light_crossing_support_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_light_crossing_support_vehicle_moving_animation" }
|
||||
animation = { id = "deploy" type = "SOV_light_crossing_support_vehicle_deploy_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
|
||||
##########################
|
||||
# RECOVERY VEHICLES #
|
||||
##########################
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_medium_armored_recovery_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/ENG_medium_armored_recovery_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ENG_medium_armored_recovery_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "ENG_medium_armored_recovery_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_medium_armored_recovery_vehicle_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_medium_armored_recovery_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/GER_medium_armored_recovery_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_medium_armored_recovery_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_medium_armored_recovery_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_armored_recovery_vehicle_moving_animation" }
|
||||
animation = { id = "retreat" type = "GER_medium_armored_recovery_vehicle_retreat_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_medium_armored_recovery_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/JAP_medium_armored_recovery_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "JAP_medium_armored_recovery_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "JAP_medium_armored_recovery_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_armored_recovery_vehicle_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_medium_armored_recovery_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/SOV_medium_armored_recovery_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "SOV_medium_armored_recovery_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "SOV_medium_armored_recovery_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_medium_armored_recovery_vehicle_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_medium_armored_recovery_vehicle_mesh"
|
||||
file = "gfx/models/units/armored_engineering_vehicles/USA_medium_armored_recovery_vehicle.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_medium_armored_recovery_vehicle_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_medium_armored_recovery_vehicle_idle_animation" }
|
||||
animation = { id = "move" type = "USA_medium_armored_recovery_vehicle_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
402
src/gfx/entities/az_WW_units_command_vehicles.asset
Executable file
402
src/gfx/entities/az_WW_units_command_vehicles.asset
Executable file
@@ -0,0 +1,402 @@
|
||||
####################################################### HUJLAND ###########################################################
|
||||
|
||||
##########################
|
||||
# COMMAND TANKS #
|
||||
##########################
|
||||
|
||||
#Brittish command tank
|
||||
entity = {
|
||||
name = "HUJ_armored_signal_entity"
|
||||
pdxmesh = "ENG_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
####################################################### YUWNCE ###########################################################
|
||||
|
||||
##########################
|
||||
# COMMAND TANKS #
|
||||
##########################
|
||||
|
||||
#French command tank
|
||||
entity = {
|
||||
name = "YUW_armored_signal_entity"
|
||||
pdxmesh = "FRA_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.55
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.25
|
||||
}
|
||||
}
|
||||
|
||||
####################################################### TIXMANY ###########################################################
|
||||
|
||||
##########################
|
||||
# COMMAND TANKS #
|
||||
##########################
|
||||
|
||||
#German command tank
|
||||
entity = {
|
||||
name = "TIX_armored_signal_entity"
|
||||
pdxmesh = "GER_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
######################################################## SADLY ############################################################
|
||||
|
||||
##########################
|
||||
# COMMAND TANKS #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "SAD_armored_signal_entity"
|
||||
pdxmesh = "ITA_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.05
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
######################################################## CHYAN ############################################################
|
||||
|
||||
##########################
|
||||
# COMMAND TANKS #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "CHY_armored_signal_entity"
|
||||
pdxmesh = "JAP_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.85
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
######################################################## BFLIET ############################################################
|
||||
|
||||
##########################
|
||||
# BFLIET TANKS #
|
||||
##########################
|
||||
|
||||
|
||||
entity = {
|
||||
name = "BFL_armored_signal_entity"
|
||||
pdxmesh = "SOV_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BFL_armored_signal_var_1_entity"
|
||||
pdxmesh = "SOV_armored_signal_var_1_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
######################################################## BYG ############################################################
|
||||
|
||||
entity = {
|
||||
name = "BYG_armored_signal_entity"
|
||||
pdxmesh = "USA_armored_signal_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="antenna" particle = "radio_waves_small_effect" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.2
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
450
src/gfx/entities/az_WW_units_flame_tanks.asset
Executable file
450
src/gfx/entities/az_WW_units_flame_tanks.asset
Executable file
@@ -0,0 +1,450 @@
|
||||
|
||||
##########################
|
||||
# TIXMANY #
|
||||
##########################
|
||||
|
||||
# Panzer I Ausf.B
|
||||
entity = {
|
||||
name = "TIX_light_flame_tank_entity"
|
||||
pdxmesh = "GER_light_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#Panzerkampfwagen III (flamm)
|
||||
entity = {
|
||||
name = "TIX_medium_flame_tank_entity"
|
||||
pdxmesh = "GER_medium_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 0.5
|
||||
event = { time = 0 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 5 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 5 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 10 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 10 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = no sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##########################
|
||||
# HUJLAND #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "HUJ_heavy_flame_tank_entity"
|
||||
pdxmesh = "ENG_heavy_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# YUWNCE #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_heavy_flame_tank_entity"
|
||||
pdxmesh = "FRA_heavy_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 5 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 5 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 10 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 10 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# CHYAN #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "CHY_light_flame_tank_entity"
|
||||
pdxmesh = "JAP_light_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# SADLY #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "SAD_light_flame_tank_entity"
|
||||
pdxmesh = "ITA_light_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##########################
|
||||
# BFLIET #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_light_flame_tank_entity"
|
||||
pdxmesh = "SOV_light_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 5 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 5 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 10 node="mg" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 10 node="mg" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##########################
|
||||
# BYG #
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BYG_light_flame_tank_entity"
|
||||
pdxmesh = "USA_light_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 5 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 5 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 10 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 10 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
entity = {
|
||||
name = "BYG_medium_flame_tank_entity"
|
||||
pdxmesh = "USA_medium_flame_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks_wagon" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="flamethrower" particle = "flamethrower_particle" sound = { soundeffect = flamethrower_start }}
|
||||
event = { time = 0.2 node="flamethrower_smoke" particle = "flamethrower_smoke_effect" keep_particle = yes sound = { soundeffect = flamethrower_main }}
|
||||
event = { time = 9.8 sound = { soundeffect = flamethrower_end }}
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
869
src/gfx/entities/az_WW_units_helicopters.asset
Executable file
869
src/gfx/entities/az_WW_units_helicopters.asset
Executable file
@@ -0,0 +1,869 @@
|
||||
####################################################### SIRTRIA ###########################################################
|
||||
|
||||
#Doblhoff WNF 342
|
||||
entity = {
|
||||
name = "SIR_helicopter_brigade_entity"
|
||||
pdxmesh = "AUS_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_back" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_back" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_back" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_back" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_back" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_back" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.53
|
||||
|
||||
}
|
||||
|
||||
###################################################### BLIGIUM ##########################################################
|
||||
|
||||
#Florine Type II
|
||||
entity = {
|
||||
name = "BLI_helicopter_brigade_entity"
|
||||
pdxmesh = "BEL_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
}
|
||||
|
||||
####################################################### HUJLAND ###########################################################
|
||||
|
||||
#Cierva W.9
|
||||
entity = {
|
||||
name = "HUJ_helicopter_brigade_entity"
|
||||
pdxmesh = "ENG_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.3
|
||||
|
||||
}
|
||||
|
||||
###################################################### YUWNCE ##########################################################
|
||||
|
||||
#Dorand Gyroplane G.20 G.II
|
||||
entity = {
|
||||
name = "YUW_helicopter_brigade_entity"
|
||||
pdxmesh = "FRA_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 2 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 5 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 2 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 5 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 2 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 5 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
###################################################### TIXMANY ##########################################################
|
||||
|
||||
#Focke-Wulf Fw 61
|
||||
entity = {
|
||||
name = "TIX_helicopter_brigade_entity"
|
||||
pdxmesh = "GER_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.45
|
||||
|
||||
}
|
||||
|
||||
#Flettner Fl 282 Kolibri
|
||||
entity = {
|
||||
name = "TIX_helicopter_brigade_alt_0_entity"
|
||||
pdxmesh = "GER_helicopter_1_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades_r" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_l" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades_r" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_l" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades_r" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_l" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades_r" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_l" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades_r" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_l" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust1" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0.5 node="dust2" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades_r" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_l" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.45
|
||||
|
||||
}
|
||||
|
||||
###################################################### HUNGARY ##########################################################
|
||||
|
||||
#AH-4
|
||||
entity = {
|
||||
name = "HUN_helicopter_brigade_entity"
|
||||
pdxmesh = "HUN_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades1" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades2" particle = "propeller_S_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
}
|
||||
|
||||
####################################################### SADLY ###########################################################
|
||||
|
||||
#Cierva C.30 (Italy)
|
||||
entity = {
|
||||
name = "SAD_helicopter_brigade_entity"
|
||||
pdxmesh = "ITA_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
####################################################### CHYAN ###########################################################
|
||||
|
||||
#Kayaba Ka-1
|
||||
entity = {
|
||||
name = "CHY_helicopter_brigade_entity"
|
||||
pdxmesh = "JAP_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
######################################################## BYG ############################################################
|
||||
|
||||
#Vought-Sikorsky VS-300
|
||||
entity = {
|
||||
name = "BYG_helicopter_brigade_entity"
|
||||
pdxmesh = "USA_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
}
|
||||
|
||||
#Sikorsky R-4
|
||||
entity = {
|
||||
name = "BYG_helicopter_brigade_alt_0_entity"
|
||||
pdxmesh = "USA_helicopter_1_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_MS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
}
|
||||
|
||||
####################################################### BFLIET ###########################################################
|
||||
|
||||
#Kamov A-7
|
||||
entity = {
|
||||
name = "BFL_helicopter_brigade_entity"
|
||||
pdxmesh = "SOV_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.2 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
####################################################### SPAIN ###########################################################
|
||||
|
||||
#Cierva C.30 (Spain)
|
||||
entity = {
|
||||
name = "SPR_helicopter_brigade_entity"
|
||||
pdxmesh = "SPR_helicopter_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle"
|
||||
}
|
||||
state = { name = "move" animation = "move"
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
|
||||
event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust_move" particle = "heli_dust_move_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "defend" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "training" animation_blend_time = 0.3
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="dust" particle = "heli_dust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="engine" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="blades" particle = "propeller_M_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="blades_front" particle = "propeller_XXS_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
407
src/gfx/entities/az_WW_units_howitzers .asset
Executable file
407
src/gfx/entities/az_WW_units_howitzers .asset
Executable file
@@ -0,0 +1,407 @@
|
||||
####################################################### HUJLAND ###########################################################
|
||||
|
||||
#BL howitzer
|
||||
entity = {
|
||||
name = "HUJ_super_heavy_artillery_entity"
|
||||
pdxmesh = "ENG_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
}
|
||||
|
||||
|
||||
####################################################### YUWNCE ############################################################
|
||||
|
||||
### Howitzers --------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#Canon de 220 L mle 1917
|
||||
entity = {
|
||||
name = "YUW_super_heavy_artillery_entity"
|
||||
pdxmesh = "FRA_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.3
|
||||
|
||||
}
|
||||
|
||||
### SP Howitzers -----------------------------------------------------------------------------------------------------------
|
||||
|
||||
#Mortier 280 mm TR de Schneider sur affût-chenilles St Chamond
|
||||
entity = {
|
||||
name = "YUW_self_propelled_super_heavy_artillery_entity"
|
||||
pdxmesh = "FRA_self_propelled_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
####################################################### TIXMANY ###########################################################
|
||||
|
||||
|
||||
#Haubitze M1
|
||||
entity = {
|
||||
name = "TIX_super_heavy_artillery_entity"
|
||||
pdxmesh = "GER_super_heavy_howitzer_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 10 node="ammo_spawn" particle = "dust_poof_particle" keep_particle = no }
|
||||
event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 10 node="ammo_spawn" particle = "dust_poof_particle" keep_particle = no }
|
||||
event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 10 node="ammo_spawn" particle = "dust_poof_particle" keep_particle = no }
|
||||
event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
}
|
||||
|
||||
### SP Howitzers -----------------------------------------------------------------------------------------------------------
|
||||
|
||||
#Karl-Gerät
|
||||
entity = {
|
||||
name = "TIX_self_propelled_super_heavy_artillery_entity"
|
||||
pdxmesh = "GER_self_propelled_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
####################################################### SADLY ############################################################
|
||||
|
||||
|
||||
#Obice da 305/17
|
||||
entity = {
|
||||
name = "SAD_super_heavy_artillery_entity"
|
||||
pdxmesh = "ITA_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
####################################################### Japan ############################################################
|
||||
|
||||
#Kunana Shiki
|
||||
entity = {
|
||||
name = "CHY_super_heavy_artillery_entity"
|
||||
pdxmesh = "JAP_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 0.5
|
||||
}
|
||||
|
||||
scale = 0.27
|
||||
|
||||
}
|
||||
|
||||
######################################################## BYG ##############################################################
|
||||
|
||||
#240 mm howitzer M1
|
||||
entity = {
|
||||
name = "BYG_super_heavy_artillery_entity"
|
||||
pdxmesh = "USA_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
####################################################### BFLIET ############################################################
|
||||
|
||||
|
||||
#280 mm mortar M1939 (Br-5)
|
||||
entity = {
|
||||
name = "BFL_super_heavy_artillery_entity"
|
||||
pdxmesh = "SOV_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
|
||||
### SP Howitzers -----------------------------------------------------------------------------------------------------------
|
||||
|
||||
#S-51
|
||||
entity = {
|
||||
name = "BFL_self_propelled_super_heavy_artillery_entity"
|
||||
pdxmesh = "SOV_self_propelled_super_heavy_artillery_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_heavy_gun } }
|
||||
event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "training" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
}
|
||||
620
src/gfx/entities/az_WW_units_land_cruisers.asset
Executable file
620
src/gfx/entities/az_WW_units_land_cruisers.asset
Executable file
@@ -0,0 +1,620 @@
|
||||
####################################################### HUJLAND ############################################################
|
||||
|
||||
#HUJ land cruiser
|
||||
entity = {
|
||||
name = "HUJ_land_cruiser_entity"
|
||||
pdxmesh = "ENG_land_cruiser_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
|
||||
event = { time = 1 node="turret_left_fire" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 1 node="turret_left_fire" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 5 node="turret_right_fire" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 5 node="turret_right_fire" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 8 node="turret_right_fire" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 8 node="turret_right_fire" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 13.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 13 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
|
||||
event = { time = 16 node="turret_left_fire" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 16 node="turret_left_fire" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################### YUWNCE ############################################################
|
||||
|
||||
#YUW land cruiser
|
||||
entity = {
|
||||
name = "YUW_land_cruiser_entity"
|
||||
pdxmesh = "FRA_land_cruiser_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
# event = { time = 0 node="barrel_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
# event = { time = 3.4 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
# event = { time = 12.1 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
|
||||
event = { time = 1 node="barrel_back_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 1 node="barrel_back_left" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 5 node="barrel_front_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 5 node="barrel_front_right" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 8 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 8 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 12 node="barrel_front_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 12 node="barrel_front_left" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 19 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 19 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
####################################################### TIXMANY ###########################################################
|
||||
|
||||
#TIX land cruiser 1
|
||||
entity = {
|
||||
name = "TIX_land_cruiser_entity"
|
||||
pdxmesh = "GER_land_cruiser_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks5" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks6" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks5" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks6" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 3.4 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 1 node="aa1" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 1 node="aa1" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 3 node="aa2" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 3 node="aa2" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 5 node="aa3" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 5 node="aa3" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 6.5 node="aa4" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6.5 node="aa4" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 12 node="aa3" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 12 node="aa3" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 19.5 node="aa4" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 19.5 node="aa4" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.8
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#TIX land cruiser 2
|
||||
entity = {
|
||||
name = "TIX_land_cruiser_alt_0_entity"
|
||||
pdxmesh = "GER_land_cruiser_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks5" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks6" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks5" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks6" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 3.4 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 1 node="aa3" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 1 node="aa3" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 5 node="aa3" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 5 node="aa3" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 12 node="aa3" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 12 node="aa3" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 19.5 node="aa3" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 19.5 node="aa3" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
######################################################### SADLY #############################################################
|
||||
|
||||
#SAD land cruiser 2
|
||||
entity = {
|
||||
name = "SAD_land_cruiser_entity"
|
||||
pdxmesh = "ITA_land_cruiser_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
#event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_1_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_1_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_1_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_1_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
event = { time = 0 node="canon_1_fire1" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="canon_1_fire2" particle = "light_tank_attack_barrel_particle" keep_particle = yes }
|
||||
|
||||
event = { time = 1 node="aa_fire_1" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 1 node="aa_fire_1" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 1.1 node="aa_fire_2" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 1.1 node="aa_fire_2" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 5 node="aa_fire_1" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 5 node="aa_fire_1" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 5.1 node="aa_fire_2" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 5.1 node="aa_fire_2" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 12 node="aa_fire_1" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 12 node="aa_fire_1" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 12.1 node="aa_fire_2" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 12.1 node="aa_fire_2" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 19.5 node="aa_fire_1" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 19.5 node="aa_fire_1" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 19.1 node="aa_fire_2" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 19.1 node="aa_fire_2" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_1_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_1_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_1_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_1_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_2_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
######################################################## BFLIET ############################################################
|
||||
|
||||
#BFL land cruiser
|
||||
entity = {
|
||||
name = "BFL_land_cruiser_entity"
|
||||
pdxmesh = "SOV_land_cruiser_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks5" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks6" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks5" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks6" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 3.4 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 12.1 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust3" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust4" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
######################################################### BYG ##############################################################
|
||||
|
||||
#BYG land cruiser
|
||||
entity = {
|
||||
name = "BYG_land_cruiser_entity"
|
||||
pdxmesh = "USA_land_cruiser_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 0.9
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 0.8
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="tracks1" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks2" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks3" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="tracks4" particle = "land_cruiser_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_engine_loop" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_moving_treads_loop" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 3 node="howitzer_fire" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_railway_gun } }
|
||||
event = { time = 3 node="howitzer_fire" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
# event = { time = 0 node="barrel_left" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
# event = { time = 3.4 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
# event = { time = 12.1 node="barrel_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
|
||||
event = { time = 1 node="barrel_back_right" particle = "light_tank_attack_barrel_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 1 node="barrel_back_right" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 2 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 2 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 6 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 6 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 8 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 8 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 12 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 12 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
event = { time = 18 node="howitzer_fire" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_railway_gun } }
|
||||
event = { time = 18 node="howitzer_fire" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
|
||||
event = { time = 20 node="aa" particle = "aa_muzzle_small_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 20 node="aa" particle = "aa_muzzle_smoke_small_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
|
||||
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="canon_fire1" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = land_cruiser_canon_firing } }
|
||||
event = { time = 0 node="canon_fire1" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="canon_fire2" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 3 node="howitzer_fire" particle = "railway_gun_attack_barrel_particle" keep_particle = yes sound = { soundeffect = super_railway_gun } }
|
||||
event = { time = 3 node="howitzer_fire" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust1" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="exhaust2" particle = "land_cruiser_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "land_cruiser_idle_engine_loop" } }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
######################################################### AUSTRIA ##############################################################
|
||||
|
||||
#AUS land cruiser 1
|
||||
entity = {
|
||||
clone = "TIX_land_cruiser_entity"
|
||||
name = "AUS_land_cruiser_entity"
|
||||
pdxmesh = "AUS_land_cruiser_armor_mesh"
|
||||
|
||||
scale = 0.8
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
######################################################### BELGIUM ##############################################################
|
||||
|
||||
#BEL land cruiser 1
|
||||
entity = {
|
||||
clone = "YUW_land_cruiser_entity"
|
||||
name = "BEL_land_cruiser_entity"
|
||||
pdxmesh = "BEL_land_cruiser_armor_mesh"
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
######################################################### HUNGARY ##############################################################
|
||||
|
||||
#HUN land cruiser 1
|
||||
entity = {
|
||||
clone = "TIX_land_cruiser_entity"
|
||||
name = "HUN_land_cruiser_entity"
|
||||
pdxmesh = "HUN_land_cruiser_armor_mesh"
|
||||
|
||||
scale = 0.8
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.2
|
||||
}
|
||||
|
||||
}
|
||||
401
src/gfx/entities/az_WW_units_supersonic_jets.asset
Executable file
401
src/gfx/entities/az_WW_units_supersonic_jets.asset
Executable file
@@ -0,0 +1,401 @@
|
||||
####################################################### England ###########################################################
|
||||
|
||||
#English Electric Lightning
|
||||
entity = {
|
||||
name = "HUJ_supersonic_jet_plane_entity"
|
||||
pdxmesh = "ENG_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
####################################################### France ###########################################################
|
||||
|
||||
#Dassault Super Mystère
|
||||
entity = {
|
||||
name = "YUW_supersonic_jet_plane_entity"
|
||||
pdxmesh = "FRA_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
|
||||
####################################################### Germany ###########################################################
|
||||
|
||||
#Messerschmitt P.111X
|
||||
entity = {
|
||||
name = "TIX_supersonic_jet_plane_entity"
|
||||
pdxmesh = "GER_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { time = 0.4 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { time = 0.5 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
####################################################### Italy ###########################################################
|
||||
|
||||
#Aerfer Sagittario 2
|
||||
entity = {
|
||||
name = "SAD_supersonic_jet_plane_entity"
|
||||
pdxmesh = "ITA_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
|
||||
####################################################### Japan ###########################################################
|
||||
|
||||
#Nakajima Ki-20X
|
||||
entity = {
|
||||
name = "CHY_supersonic_jet_plane_entity"
|
||||
pdxmesh = "JAP_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { node = "fumes2" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { node = "fumes3" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
####################################################### Soviet ###########################################################
|
||||
|
||||
#MiG-19
|
||||
entity = {
|
||||
name = "BFL_supersonic_jet_plane_entity"
|
||||
pdxmesh = "SOV_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { node = "fumes2" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
####################################################### Sweden ###########################################################
|
||||
|
||||
#SAAB 32 Lansen
|
||||
entity = {
|
||||
name = "BLI_supersonic_jet_plane_entity"
|
||||
pdxmesh = "SWE_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { time = 0.1 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { time = 0.4 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
######################################################### BYG #############################################################
|
||||
|
||||
#F100 Super Sabre
|
||||
entity = {
|
||||
name = "BYG_supersonic_jet_plane_entity"
|
||||
pdxmesh = "USA_supersonic_jet_plane_0_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { time = 0.4 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { time = 0.5 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "bomb_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "jet_acceleration" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "fumes1" particle = "afterburner_particle" keep_particle = yes }
|
||||
event = { time = 2 node = "sonic" particle = "sonic_boom_particle" keep_particle = no }
|
||||
event = { time = 2 sound = { soundeffect = "sonic_boom_initial" } }
|
||||
event = { time = 2.3 sound = { soundeffect = "sonic_boom_flyby" } }
|
||||
}
|
||||
state = { name = "idle" animation = "aileron_roll" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
event = { node = "wing_trail1" particle = "air_trail_particle" keep_particle = yes }
|
||||
event = { node = "wing_trail2" particle = "air_trail_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no
|
||||
event = { trigger_once = yes sound = { soundeffect = "supersonic_jet_fly" } }
|
||||
}
|
||||
state = { name = "firebomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb1" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
event = { time = 0.2 node = "bomb2" particle = "napalm_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
1202
src/gfx/interface/equipmentdesigner/graphic_db/az_01_axis_tank_icons.txt
Executable file
1202
src/gfx/interface/equipmentdesigner/graphic_db/az_01_axis_tank_icons.txt
Executable file
File diff suppressed because it is too large
Load Diff
611
src/gfx/interface/equipmentdesigner/graphic_db/az_01_bba_plane_icons.txt
Executable file
611
src/gfx/interface/equipmentdesigner/graphic_db/az_01_bba_plane_icons.txt
Executable file
@@ -0,0 +1,611 @@
|
||||
default = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TIX = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
GFX_GER_rocket_plane_1_medium #Messerschmitt Me 163 Komet
|
||||
}
|
||||
models= {
|
||||
|
||||
GER_light_plane_4_entity #Advanced Small Fighter Dornier Do 335
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
GFX_GER_rocket_plane_1_medium #Messerschmitt Me 163 Komet
|
||||
}
|
||||
models= {
|
||||
|
||||
GER_light_plane_4_entity #Advanced Small Fighter Dornier Do 335
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
GER_medium_jet_plane_1_entity
|
||||
GER_medium_plane_2_entity
|
||||
GER_medium_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe_4 = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
models= {
|
||||
GER_medium_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
GER_heavy_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
BFL = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
SOV_jet_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
SOV_jet_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
USA_jet_plane_1_entity
|
||||
USA_light_plane_8_entity
|
||||
USA_light_plane_7_entity
|
||||
USA_light_plane_6_entity
|
||||
USA_light_plane_5_entity
|
||||
USA_light_plane_4_entity
|
||||
USA_light_plane_3_entity
|
||||
USA_light_plane_2_entity
|
||||
USA_light_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
USA_jet_plane_1_entity
|
||||
USA_light_plane_8_entity
|
||||
USA_light_plane_7_entity
|
||||
USA_light_plane_6_entity
|
||||
USA_light_plane_5_entity
|
||||
USA_light_plane_4_entity
|
||||
USA_light_plane_3_entity
|
||||
USA_light_plane_2_entity
|
||||
USA_light_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
USA_medium_plane_1_entity
|
||||
USA_medium_plane_2_entity
|
||||
USA_medium_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
USA_heavy_plane_3_entity
|
||||
USA_heavy_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
HUJ = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_light_plane_1_entity
|
||||
ENG_light_plane_3_entity
|
||||
ENG_light_plane_4_entity
|
||||
ENG_light_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_airframe_1 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_cas_airframe_1 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_naval_bomber_airframe_1 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_cas_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_naval_bomber_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_cas_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
small_plane_naval_bomber_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models= {
|
||||
ENG_light_plane_4_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_light_plane_1_entity
|
||||
ENG_light_plane_3_entity
|
||||
ENG_light_plane_4_entity
|
||||
ENG_light_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models = {
|
||||
ENG_light_plane_4_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_cas_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models = {
|
||||
ENG_light_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_naval_bomber_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models = {
|
||||
ENG_light_plane_4_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models = {
|
||||
ENG_light_plane_4_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_cas_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models = {
|
||||
ENG_light_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cv_small_plane_naval_bomber_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
models = {
|
||||
ENG_light_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_medium_plane_3_entity
|
||||
ENG_medium_jet_plane_entity
|
||||
ENG_medium_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_fighter_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_medium_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_medium_jet_plane_entity
|
||||
ENG_medium_plane_3_entity
|
||||
ENG_medium_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_scout_plane_airframe_2 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_medium_jet_plane_entity
|
||||
ENG_medium_plane_2_entity
|
||||
ENG_medium_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_medium_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_fighter_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
medium_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
large_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_heavy_plane_1_entity
|
||||
ENG_heavy_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
large_plane_airframe_3 = {
|
||||
pool = {
|
||||
weight = 1.2
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
ENG_heavy_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
FRA_light_plane_1_entity
|
||||
FRA_light_plane_2_entity
|
||||
FRA_light_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
FRA_light_plane_1_entity
|
||||
FRA_light_plane_2_entity
|
||||
FRA_light_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
FRA_medium_plane_1_entity
|
||||
FRA_medium_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
JAP_light_plane_1_entity
|
||||
JAP_light_plane_2_entity
|
||||
JAP_light_plane_3_entity
|
||||
JAP_light_plane_4_entity
|
||||
JAP_light_plane_5_entity
|
||||
JAP_light_plane_6_entity
|
||||
JAP_light_plane_7_entity
|
||||
JAP_jet_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
JAP_light_plane_1_entity
|
||||
JAP_light_plane_2_entity
|
||||
JAP_light_plane_3_entity
|
||||
JAP_light_plane_4_entity
|
||||
JAP_light_plane_5_entity
|
||||
JAP_light_plane_6_entity
|
||||
JAP_light_plane_7_entity
|
||||
JAP_jet_plane_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
JAP_medium_plane_2_entity
|
||||
JAP_medium_plane_3_entity
|
||||
JAP_medium_plane_4_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
|
||||
}
|
||||
models= {
|
||||
JAP_heavy_plane_1_entity
|
||||
JAP_heavy_plane_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
ITA_cv_nav_bomber_equipment_3_entity
|
||||
ITA_CAS_equipment_3_entity
|
||||
ITA_nav_3_entity
|
||||
ITA_fighter_equipment_3_entity
|
||||
ITA_cv_fighter_equipment_3_entity
|
||||
ITA_cv_CAS_equipment_3_entity
|
||||
ITA_cv_fighter_equipment_2_entity
|
||||
ITA_fighter_equipment_2_entity
|
||||
ITA_nav_2_entity
|
||||
ITA_cv_CAS_equipment_2_entity
|
||||
ITA_cv_nav_bomber_equipment_2_entity
|
||||
ITA_CAS_equipment_2_entity
|
||||
ITA_cv_nav_bomber_equipment_1_entity
|
||||
ITA_cv_fighter_equipment_1_entity
|
||||
ITA_cv_CAS_equipment_1_entity
|
||||
ITA_nav_1_entity
|
||||
ITA_fighter_equipment_1_entity
|
||||
ITA_CAS_equipment_1_entity
|
||||
ITA_cv_fighter_equipment_0_entity
|
||||
ITA_fighter_equipment_0_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
ITA_cv_nav_bomber_equipment_3_entity
|
||||
ITA_CAS_equipment_3_entity
|
||||
ITA_nav_3_entity
|
||||
ITA_fighter_equipment_3_entity
|
||||
ITA_cv_fighter_equipment_3_entity
|
||||
ITA_cv_CAS_equipment_3_entity
|
||||
ITA_cv_fighter_equipment_2_entity
|
||||
ITA_fighter_equipment_2_entity
|
||||
ITA_nav_2_entity
|
||||
ITA_cv_CAS_equipment_2_entity
|
||||
ITA_cv_nav_bomber_equipment_2_entity
|
||||
ITA_CAS_equipment_2_entity
|
||||
ITA_cv_nav_bomber_equipment_1_entity
|
||||
ITA_cv_fighter_equipment_1_entity
|
||||
ITA_cv_CAS_equipment_1_entity
|
||||
ITA_nav_1_entity
|
||||
ITA_fighter_equipment_1_entity
|
||||
ITA_CAS_equipment_1_entity
|
||||
ITA_cv_fighter_equipment_0_entity
|
||||
ITA_fighter_equipment_0_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
ITA_tac_bomber_3_entity
|
||||
ITA_heavy_fighter_3_entity
|
||||
ITA_tac_bomber_2_entity
|
||||
ITA_heavy_fighter_2_entity
|
||||
ITA_heavy_fighter_equipment_1_entity
|
||||
ITA_tac_bomber_1_entity
|
||||
ITA_interwar_bomber_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
ITA_strat_bomber_equipment_3_entity
|
||||
ITA_strat_bomber_equipment_2_entity
|
||||
ITA_strat_bomber_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
996
src/gfx/interface/equipmentdesigner/graphic_db/az_02_allied_tank_icons.txt
Executable file
996
src/gfx/interface/equipmentdesigner/graphic_db/az_02_allied_tank_icons.txt
Executable file
@@ -0,0 +1,996 @@
|
||||
BFL = {
|
||||
#light_tank_chassis = { # SPECIALIZED TANKS ONLY SHOW UP IF TANK ROLE MATCHES
|
||||
# pool = {
|
||||
# weight = 0.8
|
||||
# icons = {
|
||||
# GFX_SOV_improved_light_art_medium #SU-26 (Improved Light SPG)
|
||||
# GFX_SOV_advanced_light_art_medium #SU-76 (Advanced Light SPG)
|
||||
# GFX_SOV_basic_light_td_medium #AT-1 (Basic Light Tank Destroyer)
|
||||
# GFX_SOV_improved_light_td_medium #SU-5 (Improved Light Tank Destroyer)
|
||||
# GFX_SOV_advanced_light_td_medium #ZiS-30 (Advanced Light Tank Destroyer)
|
||||
# }
|
||||
# models = {
|
||||
# SOV_light_sp_artillery_brigade_1_entity #SU-26 (Improved Light SPG)
|
||||
# SOV_light_sp_artillery_brigade_2_entity #SU-76 (Advanced Light SPG)
|
||||
# SOV_light_tank_destroyer_brigade_0_entity #AT-1 (Basic Light Tank Destroyer)
|
||||
# SOV_light_tank_destroyer_brigade_1_entity #SU-5 (Improved Light Tank Destroyer)
|
||||
# SOV_light_tank_destroyer_brigade_2_entity #ZiS-30 (Advanced Light Tank Destroyer)
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
light_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_light_td_medium #AT-1 (Basic Light Tank Destroyer)
|
||||
GFX_SOV_improved_light_td_medium #SU-5 (Improved Light Tank Destroyer)
|
||||
GFX_SOV_advanced_light_td_medium #ZiS-30 (Advanced Light Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_light_tank_destroyer_brigade_0_entity #AT-1 (Basic Light Tank Destroyer)
|
||||
SOV_light_tank_destroyer_brigade_1_entity #SU-5 (Improved Light Tank Destroyer)
|
||||
SOV_light_tank_destroyer_brigade_2_entity #ZiS-30 (Advanced Light Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_light_td_medium #AT-1 (Basic Light Tank Destroyer) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
SOV_light_tank_destroyer_brigade_0_entity #AT-1 (Basic Light Tank Destroyer) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_light_td_medium #AT-1 (Basic Light Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_light_tank_destroyer_brigade_0_entity #AT-1 (Basic Light Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_light_td_medium #SU-5 (Improved Light Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_light_tank_destroyer_brigade_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_light_td_medium #ZiS-30 (Advanced Light Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_light_tank_destroyer_brigade_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
light_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_light_art_medium #SU-26 (Improved Light SPG)
|
||||
GFX_SOV_advanced_light_art_medium #SU-76 (Advanced Light SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_light_sp_artillery_brigade_1_entity #SU-26 (Improved Light SPG)
|
||||
SOV_light_sp_artillery_brigade_2_entity #SU-76 (Advanced Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_light_art_medium #SU-26 (Improved Light SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_light_sp_artillery_brigade_1_entity #SU-26 (Improved Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
light_tank_artillery_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_light_art_medium #SU-76 (Advanced Light SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_light_sp_artillery_brigade_2_entity #SU-76 (Advanced Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#medium_tank_chassis = { # SPECIALIZED TANKS ONLY SHOW UP IF TANK ROLE MATCHES
|
||||
# pool = {
|
||||
# weight = 0.8
|
||||
# icons = {
|
||||
# GFX_SOV_basic_medium_spaa_medium #ZSU-37-32 (Basic Medium SPAA)
|
||||
# GFX_SOV_advanced_medium_spaa_medium #ZSU-57-44 (Advanced Medium SPAA)
|
||||
# GFX_SOV_improved_medium_art_medium #SU-122 (Improved Medium SPG)
|
||||
# GFX_SOV_improved_medium_td_medium #SU-85 (Improved Medium Tank Destroyer)
|
||||
# GFX_SOV_advanced_medium_td_medium #SU-100 (Advanced Medium Tank Destroyer)
|
||||
# }
|
||||
# models = {
|
||||
# SOV_medium_sp_anti_air_brigade_0_entity #ZSU-37-32 (Basic Medium SPAA)
|
||||
# SOV_medium_sp_anti_air_brigade_2_entity #ZSU-57-44 (Advanced Medium SPAA)
|
||||
# SOV_medium_sp_artillery_brigade_1_entity #SU-122 (Improved Medium SPG)
|
||||
# SOV_medium_tank_destroyer_brigade_1_entity #SU-85 (Improved Medium Tank Destroyer)
|
||||
# SOV_medium_tank_destroyer_brigade_2_entity #SU-100 (Advanced Medium Tank Destroyer)
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
medium_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_medium_td_medium #SU-85 (Improved Medium Tank Destroyer)
|
||||
GFX_SOV_advanced_medium_td_medium #SU-100 (Advanced Medium Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_tank_destroyer_brigade_1_entity #SU-85 (Improved Medium Tank Destroyer)
|
||||
SOV_medium_tank_destroyer_brigade_2_entity #SU-100 (Advanced Medium Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_medium_td_medium #SU-85 (Improved Medium Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_tank_destroyer_brigade_1_entity #SU-85 (Improved Medium Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_medium_td_medium #SU-100 (Advanced Medium Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_tank_destroyer_brigade_2_entity #SU-100 (Advanced Medium Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_medium_art_medium #SU-122 (Improved Medium SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_sp_artillery_brigade_1_entity #SU-122 (Improved Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_medium_art_medium #SU-122 (Improved Medium SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_sp_artillery_brigade_1_entity #SU-122 (Improved Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_aa_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_medium_spaa_medium #ZSU-37-32 (Basic Medium SPAA)
|
||||
GFX_SOV_advanced_medium_spaa_medium #ZSU-57-44 (Advanced Medium SPAA)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_sp_anti_air_brigade_0_entity #ZSU-37-32 (Basic Medium SPAA)
|
||||
SOV_medium_sp_anti_air_brigade_2_entity #ZSU-57-44 (Advanced Medium SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_medium_spaa_medium #ZSU-37-32 (Basic Medium SPAA)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_sp_anti_air_brigade_0_entity #ZSU-37-32 (Basic Medium SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_2 = { #Use oldest tank
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_medium_spaa_medium #ZSU-37-32 (Basic Medium SPAA)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_sp_anti_air_brigade_0_entity #ZSU-37-32 (Basic Medium SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_medium_spaa_medium #ZSU-57-44 (Advanced Medium SPAA)
|
||||
}
|
||||
models = {
|
||||
SOV_medium_sp_anti_air_brigade_2_entity #ZSU-57-44 (Advanced Medium SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#heavy_tank_chassis = { # SPECIALIZED TANKS ONLY SHOW UP IF TANK ROLE MATCHES
|
||||
# pool = {
|
||||
# weight = 0.8
|
||||
# icons = {
|
||||
# GFX_SOV_basic_heavy_art_medium #SU-14 (Basic Heavy SPG)
|
||||
# GFX_SOV_improved_heavy_art_medium #KV-2 (Improved Heavy SPG) #In Vanilla folder - added here for proper order in designer
|
||||
# GFX_SOV_advanced_heavy_art_medium #ISU-152 (Advanced Heavy SPG)
|
||||
# GFX_SOV_advanced_heavy_td_medium #ISU-122 (Advanced Heavy Tank Destroyer)
|
||||
# }
|
||||
# models = {
|
||||
# SOV_heavy_sp_artillery_brigade_0_entity #SU-14 (Basic Heavy SPG)
|
||||
# SOV_heavy_sp_artillery_brigade_1_entity #KV-2 (Improved Heavy SPG) #In Vanilla folder - added here for proper order in designer
|
||||
# SOV_heavy_sp_artillery_brigade_2_entity #ISU-152 (Advanced Heavy SPG)
|
||||
# SOV_heavy_tank_destroyer_brigade_2_entity #ISU-122 (Advanced Heavy Tank Destroyer)
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
heavy_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_heavy_td_medium #ISU-122 (Advanced Heavy Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_tank_destroyer_brigade_2_entity #ISU-122 (Advanced Heavy Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_heavy_td_medium #ISU-122 (Advanced Heavy Tank Destroyer)
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_tank_destroyer_brigade_2_entity #ISU-122 (Advanced Heavy Tank Destroyer)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_heavy_art_medium #SU-14 (Basic Heavy SPG)
|
||||
GFX_SOV_advanced_heavy_art_medium #ISU-152 (Advanced Heavy SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_sp_artillery_brigade_0_entity #SU-14 (Basic Heavy SPG)
|
||||
SOV_heavy_sp_artillery_brigade_2_entity #ISU-152 (Advanced Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_basic_heavy_art_medium #SU-14 (Basic Heavy SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_sp_artillery_brigade_0_entity #SU-14 (Basic Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_improved_heavy_art_medium #KV-2 (Improved Heavy SPG) #In Vanilla folder - added here for proper order in designer
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_sp_artillery_brigade_1_entity #KV-2 (Improved Heavy SPG) #In Vanilla folder - added here for proper order in designer
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_advanced_heavy_art_medium #ISU-152 (Advanced Heavy SPG)
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_sp_artillery_brigade_2_entity #ISU-152 (Advanced Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG = {
|
||||
light_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_light_td_medium #M6 Gun Motor Carriage (Basic Light AT)
|
||||
GFX_USA_improved_light_td_medium #M3 Gun Motor Carriage (Improved Light AT)
|
||||
GFX_USA_advanced_light_td_medium #T48 Gun Motor Carriage (Advanced Light AT)
|
||||
}
|
||||
models = {
|
||||
USA_light_tank_destroyer_brigade_0_entity #M6 Gun Motor Carriage (Basic Light AT)
|
||||
USA_light_tank_destroyer_brigade_1_entity #M3 Gun Motor Carriage (Improved Light AT)
|
||||
USA_light_tank_destroyer_brigade_2_entity #T48 Gun Motor Carriage (Advanced Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_light_td_medium #M6 Gun Motor Carriage (Basic Light AT) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_light_tank_destroyer_brigade_0_entity #M6 Gun Motor Carriage (Basic Light AT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_light_td_medium #M6 Gun Motor Carriage (Basic Light AT)
|
||||
}
|
||||
models = {
|
||||
USA_light_tank_destroyer_brigade_0_entity #M6 Gun Motor Carriage (Basic Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_light_td_medium #M3 Gun Motor Carriage (Improved Light AT)
|
||||
}
|
||||
models = {
|
||||
USA_light_tank_destroyer_brigade_1_entity #M3 Gun Motor Carriage (Improved Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_advanced_light_td_medium #T48 Gun Motor Carriage (Advanced Light AT)
|
||||
}
|
||||
models = {
|
||||
USA_light_tank_destroyer_brigade_2_entity #T48 Gun Motor Carriage (Advanced Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
light_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_light_art_medium #T30 Howitzer Motor Carriage (Basic Light SPG)
|
||||
GFX_USA_improved_light_art_medium #M8 Howitzer Motor Carriage (Improved Light SPG)
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_artillery_brigade_0_entity #T30 Howitzer Motor Carriage (Basic Light SPG)
|
||||
USA_light_sp_artillery_brigade_1_entity #M8 Howitzer Motor Carriage (Improved Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_artillery_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_light_art_medium #T30 Howitzer Motor Carriage (Basic Light SPG) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_artillery_brigade_0_entity #T30 Howitzer Motor Carriage (Basic Light SPG) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_artillery_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_light_art_medium #T30 Howitzer Motor Carriage (Basic Light SPG)
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_artillery_brigade_0_entity #T30 Howitzer Motor Carriage (Basic Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_light_art_medium #M8 Howitzer Motor Carriage (Improved Light SPG)
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_artillery_brigade_1_entity #M8 Howitzer Motor Carriage (Improved Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
light_tank_aa_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_light_spaa_medium #M13 Multiple Gun Motor Carriage (Improved Light AA)
|
||||
GFX_USA_advanced_light_spaa_medium #M19 Multiple Gun Motor Carriage (Advanced Light AA)
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_anti_air_brigade_1_entity #M13 Multiple Gun Motor Carriage (Improved Light AA)
|
||||
USA_light_sp_anti_air_brigade_2_entity #M19 Multiple Gun Motor Carriage (Advanced Light AA)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_aa_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_light_spaa_medium #M13 Multiple Gun Motor Carriage (Improved Light AA) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_anti_air_brigade_1_entity #M13 Multiple Gun Motor Carriage (Improved Light AA) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_aa_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_light_spaa_medium #M13 Multiple Gun Motor Carriage (Improved Light AA) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_anti_air_brigade_1_entity #M13 Multiple Gun Motor Carriage (Improved Light AA) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_aa_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_light_spaa_medium #M13 Multiple Gun Motor Carriage (Improved Light AA)
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_anti_air_brigade_1_entity #M13 Multiple Gun Motor Carriage (Improved Light AA)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_aa_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_advanced_light_spaa_medium #M19 Multiple Gun Motor Carriage (Advanced Light AA)
|
||||
}
|
||||
models = {
|
||||
USA_light_sp_anti_air_brigade_2_entity #M19 Multiple Gun Motor Carriage (Advanced Light AA)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_td_medium #M10 Wolverine (Basic Medium AT)
|
||||
GFX_USA_improved_medium_td_medium #M18 Hellcat (Improved Medium AT)
|
||||
GFX_USA_advanced_medium_td_medium #M36 Jackson (Advanced Medium AT)
|
||||
}
|
||||
models = {
|
||||
USA_medium_tank_destroyer_brigade_0_entity #M10 Wolverine (Basic Medium AT)
|
||||
USA_medium_tank_destroyer_brigade_1_entity #M18 Hellcat (Improved Medium AT)
|
||||
USA_medium_tank_destroyer_brigade_2_entity #M36 Jackson (Advanced Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_td_medium #M10 Wolverine (Basic Medium AT) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_medium_tank_destroyer_brigade_0_entity #M10 Wolverine (Basic Medium AT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_td_medium #M10 Wolverine (Basic Medium AT)
|
||||
}
|
||||
models = {
|
||||
USA_medium_tank_destroyer_brigade_0_entity #M10 Wolverine (Basic Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_medium_td_medium #M18 Hellcat (Improved Medium AT)
|
||||
}
|
||||
models = {
|
||||
USA_medium_tank_destroyer_brigade_1_entity #M18 Hellcat (Improved Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_advanced_medium_td_medium #M36 Jackson (Advanced Medium AT)
|
||||
}
|
||||
models = {
|
||||
USA_medium_tank_destroyer_brigade_2_entity #M36 Jackson (Advanced Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_art_medium #M7 Priest (Basic Medium SPG)
|
||||
GFX_USA_improved_medium_art_medium #M12 Gun Motor Carriage (Improved Medium SPG)
|
||||
GFX_USA_advanced_medium_art_medium #M40 Gun Motor Carriage (Advanced Medium SPG)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_artillery_brigade_0_entity #M7 Priest (Basic Medium SPG)
|
||||
USA_medium_sp_artillery_brigade_1_entity #M12 Gun Motor Carriage (Improved Medium SPG)
|
||||
USA_medium_sp_artillery_brigade_2_entity #M40 Gun Motor Carriage (Advanced Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_art_medium #M7 Priest (Basic Medium SPG) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_artillery_brigade_0_entity #M7 Priest (Basic Medium SPG) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_art_medium #M7 Priest (Basic Medium SPG)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_artillery_brigade_0_entity #M7 Priest (Basic Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_medium_art_medium #M12 Gun Motor Carriage (Improved Medium SPG)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_artillery_brigade_1_entity #M12 Gun Motor Carriage (Improved Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_advanced_medium_art_medium #M40 Gun Motor Carriage (Advanced Medium SPG)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_artillery_brigade_2_entity #M40 Gun Motor Carriage (Advanced Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_aa_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_spaa_medium #M15 Multiple Gun Motor Carriage (Basic Medium AA)
|
||||
GFX_USA_improved_medium_spaa_medium #M16 Multiple Gun Motor Carriage (Improved Medium AA)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_anti_air_brigade_0_entity #M15 Multiple Gun Motor Carriage (Basic Medium AA)
|
||||
USA_medium_sp_anti_air_brigade_1_entity #M16 Multiple Gun Motor Carriage (Improved Medium AA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_spaa_medium #M15 Multiple Gun Motor Carriage (Basic Medium AA) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_anti_air_brigade_0_entity #M15 Multiple Gun Motor Carriage (Basic Medium AA) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_medium_spaa_medium #M15 Multiple Gun Motor Carriage (Basic Medium AA)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_anti_air_brigade_0_entity #M15 Multiple Gun Motor Carriage (Basic Medium AA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_medium_spaa_medium #M16 Multiple Gun Motor Carriage (Improved Medium AA)
|
||||
}
|
||||
models = {
|
||||
USA_medium_sp_anti_air_brigade_1_entity #M16 Multiple Gun Motor Carriage (Improved Medium AA)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_heavy_td_medium #M9 Gun Motor Carriage (Basic Heavy AT)
|
||||
}
|
||||
models = {
|
||||
USA_heavy_tank_destroyer_brigade_0_entity #M9 Gun Motor Carriage (Basic Heavy AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_heavy_td_medium #M9 Gun Motor Carriage (Basic Heavy AT) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
USA_heavy_tank_destroyer_brigade_0_entity #M9 Gun Motor Carriage (Basic Heavy AT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_destroyer_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_basic_heavy_td_medium #M9 Gun Motor Carriage (Basic Heavy AT)
|
||||
}
|
||||
models = {
|
||||
USA_heavy_tank_destroyer_brigade_0_entity #M9 Gun Motor Carriage (Basic Heavy AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_heavy_art_medium #M43 Howitzer Motor Carriage (Improved Heavy SPG)
|
||||
}
|
||||
models = {
|
||||
USA_heavy_sp_artillery_brigade_1_entity #M43 Howitzer Motor Carriage (Improved Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_improved_heavy_art_medium #M43 Howitzer Motor Carriage (Improved Heavy SPG)
|
||||
}
|
||||
models = {
|
||||
USA_heavy_sp_artillery_brigade_1_entity #M43 Howitzer Motor Carriage (Improved Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ = {
|
||||
light_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_basic_light_td_medium #Deacon (Basic Light SPAT)
|
||||
GFX_ENG_advanced_light_td_medium #Archer (Advanced Light SPAT)
|
||||
}
|
||||
models = {
|
||||
ENG_light_tank_destroyer_brigade_0_entity #Deacon (Basic Light SPAT)
|
||||
ENG_light_tank_destroyer_brigade_2_entity #Archer (Advanced Light SPAT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_basic_light_td_medium #Deacon (Basic Light SPAT) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
ENG_light_tank_destroyer_brigade_0_entity #Deacon (Basic Light SPAT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_basic_light_td_medium #Deacon (Basic Light SPAT)
|
||||
}
|
||||
models = {
|
||||
ENG_light_tank_destroyer_brigade_0_entity #Deacon (Basic Light SPAT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_advanced_light_td_medium #Archer (Advanced Light SPAT)
|
||||
}
|
||||
models = {
|
||||
ENG_light_tank_destroyer_brigade_2_entity #Archer (Advanced Light SPAT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
light_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_advanced_light_art_medium #Bishop (Advanced Light SPG)
|
||||
}
|
||||
models = {
|
||||
ENG_light_sp_artillery_brigade_2_entity #Bishop (Advanced Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_artillery_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_advanced_light_art_medium #Bishop (Advanced Light SPG)
|
||||
}
|
||||
models = {
|
||||
ENG_light_sp_artillery_brigade_2_entity #Bishop (Advanced Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_aa_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_basic_medium_spaa_medium #Crusader AA I (Basic Light SPAA)
|
||||
GFX_ENG_improved_medium_spaa_medium #Crusader AA II (Improved Light SPAA)
|
||||
}
|
||||
models = {
|
||||
ENG_medium_sp_anti_air_brigade_0_entity #Crusader AA I (Basic Light SPAA)
|
||||
ENG_medium_sp_anti_air_brigade_1_entity #Crusader AA II (Improved Light SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_basic_medium_spaa_medium #Crusader AA I (Basic Light SPAA) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
ENG_medium_sp_anti_air_brigade_0_entity #Crusader AA I (Basic Light SPAA) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_basic_medium_spaa_medium #Crusader AA I (Basic Light SPAA)
|
||||
}
|
||||
models = {
|
||||
ENG_medium_sp_anti_air_brigade_0_entity #Crusader AA I (Basic Light SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_aa_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_improved_medium_spaa_medium #Crusader AA II (Improved Light SPAA)
|
||||
}
|
||||
models = {
|
||||
ENG_medium_sp_anti_air_brigade_1_entity #Crusader AA II (Improved Light SPAA)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_advanced_medium_art_medium #Sexton (Advanced Medium SPG)
|
||||
}
|
||||
models = {
|
||||
ENG_medium_sp_artillery_brigade_2_entity #Sexton (Advanced Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_advanced_medium_art_medium #Sexton (Advanced Medium SPG)
|
||||
}
|
||||
models = {
|
||||
ENG_medium_sp_artillery_brigade_2_entity #Sexton (Advanced Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_improved_heavy_art_medium #Churchill AVRE (Improved Heavy SPG)
|
||||
}
|
||||
|
||||
models = {
|
||||
ENG_heavy_sp_artillery_brigade_1_entity #Churchill AVRE (Improved Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_improved_heavy_art_medium #Churchill AVRE (Improved Heavy SPG)
|
||||
}
|
||||
|
||||
models = {
|
||||
ENG_heavy_sp_artillery_brigade_1_entity #Churchill AVRE (Improved Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW = {
|
||||
light_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_improved_light_td_medium #AMR 35 ZT-3 (Improved Light AT)
|
||||
GFX_FRA_advanced_light_td_medium #Renault UE 57 (Advanced Light AT)
|
||||
}
|
||||
models = {
|
||||
FRA_light_tank_destroyer_brigade_1_entity #MR 35 ZT-3 (Improved Light AT)
|
||||
FRA_light_tank_destroyer_brigade_2_entity #Renault UE 57 (Advanced Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_improved_light_td_medium #AMR 35 ZT-3 (Improved Light AT)
|
||||
}
|
||||
models = {
|
||||
FRA_light_tank_destroyer_brigade_1_entity #MR 35 ZT-3 (Improved Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_destroyer_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_advanced_light_td_medium #Renault UE 57 (Advanced Light AT)
|
||||
}
|
||||
models = {
|
||||
FRA_light_tank_destroyer_brigade_2_entity #Renault UE 57 (Advanced Light AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
light_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_advanced_light_art_medium #Canon de 155mm Mle F3 Automoteur (Advanced Light SPG)
|
||||
}
|
||||
models = {
|
||||
FRA_light_sp_artillery_brigade_2_entity #Canon de 155mm Mle F3 Automoteur (Advanced Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_artillery_chassis_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_advanced_light_art_medium #Canon de 155mm Mle F3 Automoteur (Advanced Light SPG)
|
||||
}
|
||||
models = {
|
||||
FRA_light_sp_artillery_brigade_2_entity #Canon de 155mm Mle F3 Automoteur (Advanced Light SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
medium_tank_destroyer_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_medium_td_medium #Laffly W15 TCC (Basic Medium AT)
|
||||
GFX_FRA_improved_medium_td_medium #Somua Sau 40 (Improved Medium AT)
|
||||
}
|
||||
models = {
|
||||
FRA_medium_tank_destroyer_brigade_0_entity #Laffly W15 TCC (Basic Medium AT)
|
||||
FRA_medium_tank_destroyer_brigade_1_entity #Somua Sau 40 (Improved Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_medium_td_medium #Laffly W15 TCC (Basic Medium AT) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
FRA_medium_tank_destroyer_brigade_0_entity #Laffly W15 TCC (Basic Medium AT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_medium_td_medium #Laffly W15 TCC (Basic Medium AT)
|
||||
}
|
||||
models = {
|
||||
FRA_medium_tank_destroyer_brigade_0_entity #Laffly W15 TCC (Basic Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_destroyer_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_improved_medium_td_medium #Somua Sau 40 (Improved Medium AT)
|
||||
}
|
||||
models = {
|
||||
FRA_medium_tank_destroyer_brigade_1_entity #Somua Sau 40 (Improved Medium AT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_medium_art_medium #ARL V39 (Basic Medium SPG)
|
||||
GFX_FRA_improved_medium_art_medium #AMX 13 105 AM (Improved Medium SPG)
|
||||
}
|
||||
models = {
|
||||
FRA_medium_sp_artillery_brigade_0_entity #ARL V39 (Basic Medium SPG)
|
||||
FRA_medium_sp_artillery_brigade_1_entity #AMX 13 105 AM (Improved Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_medium_art_medium #ARL V39 (Basic Medium SPG) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
FRA_medium_sp_artillery_brigade_0_entity #ARL V39 (Basic Medium SPG) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_medium_art_medium #ARL V39 (Basic Medium SPG)
|
||||
}
|
||||
models = {
|
||||
FRA_medium_sp_artillery_brigade_0_entity #ARL V39 (Basic Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_artillery_chassis_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_improved_medium_art_medium #AMX 13 105 AM (Improved Medium SPG)
|
||||
}
|
||||
models = {
|
||||
FRA_medium_sp_artillery_brigade_1_entity #AMX 13 105 AM (Improved Medium SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
heavy_tank_artillery_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_heavy_art_medium #Canon de 194 mle GPF (Basic Heavy SPG)
|
||||
}
|
||||
models = {
|
||||
FRA_heavy_sp_artillery_brigade_0_entity #Canon de 194 mle GPF (Basic Heavy SPG)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_heavy_art_medium #Canon de 194 mle GPF (Basic Heavy SPG) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
FRA_heavy_sp_artillery_brigade_0_entity #Canon de 194 mle GPF (Basic Heavy SPG) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_artillery_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_basic_heavy_art_medium #Canon de 194 mle GPF (Basic Heavy SPG) -> Pick oldest tank
|
||||
}
|
||||
models = {
|
||||
FRA_heavy_sp_artillery_brigade_0_entity #Canon de 194 mle GPF (Basic Heavy SPG) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
135
src/gfx/interface/equipmentdesigner/graphic_db/az_02_lar_plane_icons.txt
Executable file
135
src/gfx/interface/equipmentdesigner/graphic_db/az_02_lar_plane_icons.txt
Executable file
@@ -0,0 +1,135 @@
|
||||
default = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TIX = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_GER_scout_plane1_medium #Basic Scout Plane
|
||||
GFX_GER_scout_plane2_medium #Improved Scout Plane
|
||||
}
|
||||
models = {
|
||||
GER_scout_plane_entity #Improved Scout Plane
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_scout_plane_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_GER_scout_plane1_medium #Basic Scout Plane -> Pick oldest plane
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_scout_plane_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_GER_scout_plane1_medium #Basic Scout Plane
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_scout_plane_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_GER_scout_plane2_medium #Improved Scout Plane
|
||||
}
|
||||
models = {
|
||||
GER_scout_plane_entity #Improved Scout Plane
|
||||
}
|
||||
}
|
||||
}
|
||||
#medium_plane_scout_plane_airframe_3 -> Will already pick newest plane
|
||||
}
|
||||
|
||||
BFL = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
"SOV_scout_plane_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
"USA_scout_plane_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
"ENG_scout_plane_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
"FRA_scout_plane_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
"JAP_scout_plane_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD = {
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
weight = 1.1
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
"ITA_scout_plane_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
585
src/gfx/interface/equipmentdesigner/graphic_db/az_03_plane_icons.txt
Executable file
585
src/gfx/interface/equipmentdesigner/graphic_db/az_03_plane_icons.txt
Executable file
@@ -0,0 +1,585 @@
|
||||
TIX = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_GER_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
GER_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_GER_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
GER_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_ITA_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
ITA_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_ITA_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
ITA_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_JAP_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
JAP_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_JAP_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
JAP_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BFL = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_SOV_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
SOV_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_SOV_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
SOV_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_ENG_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
ENG_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_ENG_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
ENG_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_FRA_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
FRA_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_FRA_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
FRA_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG = {
|
||||
small_plane_airframe_5 = {
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_USA_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
USA_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
supersonic_fighter_equipment_1 = { #Supersonic Jet (Non-BBA version) #MM: This equipment was implemented as the same air unit as the old Jet Plane so those old models will be the ones hooked-in
|
||||
pool = {
|
||||
weight = 3 #This weight is necessary due to weight being necessary in the generic pool due to being in a different file
|
||||
icons = {
|
||||
GFX_USA_small_plane_airframe_5_medium
|
||||
}
|
||||
models = {
|
||||
USA_supersonic_jet_plane_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ENGLAND #########################################################################
|
||||
|
||||
HUJ = {
|
||||
small_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_airframe_4 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#CAS
|
||||
small_plane_cas_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_cas_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_cas_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_cas_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#NAVAL BOMBER
|
||||
small_plane_naval_bomber_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_naval_bomber_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_naval_bomber_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_naval_bomber_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
small_plane_naval_bomber_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#FIGTHER
|
||||
cv_small_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_airframe_4 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#CAS
|
||||
cv_small_plane_cas_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_cas_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_cas_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_cas_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#NAVAL BOMBER
|
||||
cv_small_plane_naval_bomber_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_naval_bomber_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_naval_bomber_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_naval_bomber_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
cv_small_plane_naval_bomber_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#TACTICAL BOMBER
|
||||
medium_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
ENG_medium_plane_0_entity
|
||||
ENG_medium_plane_3_var_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_plane_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
ENG_medium_plane_3_var_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_airframe_4 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# HEAVY FIGHTER
|
||||
medium_plane_fighter_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_fighter_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_fighter_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_fighter_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# SCOUT PLANE
|
||||
medium_plane_scout_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_scout_plane_airframe_0 = { #Duplicate of tier 1 so that it appears first for IW tier
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_scout_plane_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_plane_scout_plane_airframe_2 = { #No needto duplicate since tier 2 icon will already appear first in the list for tier 3
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#STRATEGIC BOMBER
|
||||
large_plane_airframe = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
ENG_heavy_plane_0_entity
|
||||
ENG_heavy_plane_1_var_1_entity
|
||||
ENG_heavy_plane_3_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
large_plane_airframe_0 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe_2 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe_3 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
}
|
||||
}
|
||||
}
|
||||
large_plane_airframe_4 = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
98
src/gfx/interface/equipmentdesigner/graphic_db/az_03_soviet_tank_icons.txt
Executable file
98
src/gfx/interface/equipmentdesigner/graphic_db/az_03_soviet_tank_icons.txt
Executable file
@@ -0,0 +1,98 @@
|
||||
BFL = {
|
||||
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
SOV_light_armor_0_entity #T-26 (Basic Light Tank)
|
||||
SOV_light_armor_2_entity #T-60 Scout (Advanced Light Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_light_armor_0_entity #T-26 (Basic Light Tank) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_light_armor_0_entity #T-26 (Basic Light Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
#light_tank_chassis_2 -> BT-7 (Improved Light Tank) is already in vanilla as SOV_light_armor_entity
|
||||
light_tank_chassis_3 = { #Not needed latest light tank model will show up here anyways
|
||||
pool = {
|
||||
models = {
|
||||
SOV_light_armor_2_entity #T-60 Scout (Advanced Light Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
SOV_medium_armor_0_entity #T-32 (Basic Medium Tank)
|
||||
SOV_medium_armor_2_entity #T-44 (Advanced Medium Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
#medium_tank_chassis_0 -> T-28 (IW Medium Tank) is already in vanilla as SOV_medium_gw_armor_0_entity
|
||||
medium_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_medium_armor_0_entity #T-32 (Basic Medium Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
#medium_tank_chassis_2 -> #T-34 (Improved Medium Tank) is already in vanilla as SOV_medium_armor_entity
|
||||
medium_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_medium_armor_2_entity #T-44 (Advanced Medium Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
weight = 0.9
|
||||
icons = {
|
||||
}
|
||||
models = {
|
||||
SOV_heavy_armor_0_entity #T-35 (Basic Heavy Tank)
|
||||
SOV_heavy_armor_2_entity #IS (Advanced Heavy Armor)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_heavy_armor_0_entity #T-35 (Basic Heavy Tank) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_heavy_armor_0_entity #T-35 (Basic Heavy Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
#heavy_tank_chassis_2 -> KV-1 (Improved Heavy Tank) is already in vanilla as SOV_heavy_armor_entity
|
||||
heavy_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_heavy_armor_2_entity #IS (Advanced Heavy Armor)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
108
src/gfx/interface/equipmentdesigner/graphic_db/az_04_german_tank_icons.txt
Executable file
108
src/gfx/interface/equipmentdesigner/graphic_db/az_04_german_tank_icons.txt
Executable file
@@ -0,0 +1,108 @@
|
||||
TIX = {
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_light_armor_0_entity #Panzer I
|
||||
GER_light_armor_2_entity #VK 1602 Leopard
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_light_armor_0_entity #Panzer I -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_light_armor_0_entity #Panzer I
|
||||
}
|
||||
}
|
||||
}
|
||||
#light_tank_chassis_2 uses vanilla light_armor_entity
|
||||
light_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_light_armor_2_entity #VK 1602 Leopard
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
weight = 0.99
|
||||
models = {
|
||||
GER_medium_armor_0_entity #Panzer III
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
models = {
|
||||
GER_medium_armor_2_entity #Panzer V
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_medium_armor_0_entity #Panzer III -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_medium_armor_0_entity #Panzer III
|
||||
}
|
||||
}
|
||||
}
|
||||
#medium_tank_chassis_2 uses vanilla medium_armor_entity
|
||||
medium_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_medium_armor_2_entity #Panzer V
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_heavy_armor_0_entity #Grosstraktor
|
||||
GER_heavy_armor_2_entity #Panzer Tiger Ausf. B
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_heavy_armor_0_entity #Grosstraktor -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_heavy_armor_0_entity #Grosstraktor
|
||||
}
|
||||
}
|
||||
}
|
||||
#heavy_tank_chassis_2 uses vanilla heavy_armor_entity
|
||||
heavy_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_heavy_armor_2_entity #Panzer Tiger Ausf. B
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modern_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_modern_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
105
src/gfx/interface/equipmentdesigner/graphic_db/az_05_french_tank_icons.txt
Executable file
105
src/gfx/interface/equipmentdesigner/graphic_db/az_05_french_tank_icons.txt
Executable file
@@ -0,0 +1,105 @@
|
||||
YUW = {
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_light_armor_0_entity #Hotchkiss H35 (Basic LT)
|
||||
FRA_light_armor_2_entity #AMX 12t (Advanced LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_light_armor_0_entity #Hotchkiss H35 (Basic LT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_light_armor_0_entity #Hotchkiss H35 (Basic LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#light_tank_chassis_2 uses vanilla light_armor_entity
|
||||
light_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_light_armor_2_entity #AMX 12t (Advanced LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_medium_armor_1_entity #SOMUA S35 (Improved MT)
|
||||
FRA_medium_armor_2_entity #SARL 42 (Advanced MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#medium_tank_chassis_0 uses vanilla medium_armor_entity as oldest tank pick
|
||||
#medium_tank_chassis_1 uses vanilla medium_armor_entity
|
||||
medium_tank_chassis_2 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_medium_armor_1_entity #SOMUA S35 (Improved MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_medium_armor_2_entity #SARL 42 (Advanced MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_heavy_armor_1_entity #ARL 44 (Improved HT)
|
||||
FRA_heavy_armor_2_entity #AMX-M4 (Advanced HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#heavy_tank_chassis_0 uses vanilla heavy_armor_entity as oldest tank pick
|
||||
#heavy_tank_chassis_1 uses vanilla heavy_armor_entity
|
||||
heavy_tank_chassis_2 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_heavy_armor_1_entity #ARL 44 (Improved HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_heavy_armor_2_entity #AMX-M4 (Advanced HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
super_heavy_tank_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
FRA_super_heavy_armor_entity #FCM-F1 (SH Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modern_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
FRA_modern_armor_entity #AMX 50t (Modern Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
97
src/gfx/interface/equipmentdesigner/graphic_db/az_06_british_tank_icons.txt
Executable file
97
src/gfx/interface/equipmentdesigner/graphic_db/az_06_british_tank_icons.txt
Executable file
@@ -0,0 +1,97 @@
|
||||
HUJ = {
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_light_armor_1_entity #Matilda (Improved LT)
|
||||
ENG_light_armor_2_entity #Valentine (Advanced LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_2 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_light_armor_1_entity #Matilda (Improved LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_light_armor_2_entity #Valentine (Advanced LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_medium_armor_1_entity #Cromwell (Improved MT)
|
||||
ENG_medium_armor_2_entity #Comet (Advanced MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_2 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_medium_armor_1_entity #Cromwell (Improved MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_medium_armor_2_entity #Comet (Advanced MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_heavy_armor_0_entity #Vickers A1E1 Independent (Basic HT)
|
||||
ENG_heavy_armor_2_entity #Churchill Black Prince (Advanced HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_heavy_armor_0_entity #Vickers A1E1 Independent (Basic HT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_heavy_armor_0_entity #Vickers A1E1 Independent (Basic HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#heavy_tank_chassis_2 uses vanilla heavy_armor_entity
|
||||
heavy_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_heavy_armor_2_entity #Churchill Black Prince (Advanced HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
super_heavy_tank_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
ENG_super_heavy_armor_entity #Tortoise (SH Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modern_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
ENG_modern_armor_entity #Centurion (Modern Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
114
src/gfx/interface/equipmentdesigner/graphic_db/az_07_us_tank_icons.txt
Executable file
114
src/gfx/interface/equipmentdesigner/graphic_db/az_07_us_tank_icons.txt
Executable file
@@ -0,0 +1,114 @@
|
||||
BYG = {
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_light_armor_0_entity #M2 (Basic LT)
|
||||
USA_light_armor_2_entity #Chaffee (Advanced LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_light_armor_0_entity #M2 (Basic LT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
light_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_light_armor_0_entity #M2 (Basic LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#light_tank_chassis_2 uses vanilla light_armor_entity
|
||||
light_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_light_armor_2_entity #Chaffee (Advanced LT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_medium_armor_0_entity #M3 Lee (Basic MT)
|
||||
USA_medium_armor_2_entity #T20 M27 (Advanced MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_medium_armor_0_entity #M3 Lee (Basic MT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_medium_armor_0_entity #M3 Lee (Basic MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#medium_tank_chassis_2 uses vanilla medium_armor_entity
|
||||
medium_tank_chassis_3 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_medium_armor_2_entity #T20 M27 (Advanced MT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_heavy_armor_0_entity #T1 (Basic HT)
|
||||
USA_heavy_armor_1_entity #M6A1 (Improved HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_0 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_heavy_armor_0_entity #T1 (Basic HT) -> Pick oldest tank
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_1 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_heavy_armor_0_entity #T1 (Basic HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis_2 = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_heavy_armor_1_entity #M6A1 (Improved HT)
|
||||
}
|
||||
}
|
||||
}
|
||||
#heavy_tank_chassis_3 uses vanilla heavy_armor_entity
|
||||
|
||||
super_heavy_tank_chassis = {
|
||||
pool = {
|
||||
icons = {
|
||||
|
||||
}
|
||||
models = {
|
||||
USA_super_heavy_armor_entity #T95 (SH Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modern_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
USA_modern_armor_entity #M46 Patton (Modern Tank)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
300
src/gfx/interface/equipmentdesigner/graphic_db/az_09_tank_icons.txt
Executable file
300
src/gfx/interface/equipmentdesigner/graphic_db/az_09_tank_icons.txt
Executable file
@@ -0,0 +1,300 @@
|
||||
TIX = {
|
||||
|
||||
# SPECIALIZED TANKS ONLY SHOW UP IF TANK ROLE MATCHES (in all file)
|
||||
|
||||
#light_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_GER_light_flame_tank_medium # Flammpanzer / Panzer I "Lanzallamas"
|
||||
# }
|
||||
# models = {
|
||||
# GER_light_flame_tank_entity # Flammpanzer / Panzer I "Lanzallamas"
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
light_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_GER_light_flame_tank_medium # Flammpanzer / Panzer I "Lanzallamas"
|
||||
}
|
||||
models = {
|
||||
GER_light_flame_tank_entity # Flammpanzer / Panzer I "Lanzallamas"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#medium_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_GER_medium_flame_tank_medium # Panzerkampfwagen III (flamm)
|
||||
# }
|
||||
# models = {
|
||||
# GER_medium_flame_tank_entity # Panzerkampfwagen III (flamm)
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
medium_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_GER_medium_flame_tank_medium # Panzerkampfwagen III (flamm)
|
||||
}
|
||||
models = {
|
||||
GER_medium_flame_tank_entity # Panzerkampfwagen III (flamm)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
land_cruiser_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_GER_land_cruiser_armor_2_medium
|
||||
GFX_GER_land_cruiser_armor_medium
|
||||
}
|
||||
models = {
|
||||
GER_land_cruiser_alt_0_entity
|
||||
GER_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SAD = {
|
||||
#light_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_ITA_light_flame_tank_medium # L3/35 LF "Lanciaflame"
|
||||
# }
|
||||
# models = {
|
||||
# ITA_light_flame_tank_entity # L3/35 LF "Lanciaflame"
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
light_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_ITA_light_flame_tank_medium # L3/35 LF "Lanciaflame"
|
||||
}
|
||||
models = {
|
||||
ITA_light_flame_tank_entity # L3/35 LF "Lanciaflame"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
land_cruiser_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ITA_land_cruiser_armor_medium
|
||||
}
|
||||
models = {
|
||||
ITA_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BFL = {
|
||||
#light_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_SOV_light_flame_tank_medium # T-26 Chemical Tanks (HT-26, HT-130, HT-133, HT-134)
|
||||
# }
|
||||
# models = {
|
||||
# SOV_light_flame_tank_entity # T-26 Chemical Tanks (HT-26, HT-130, HT-133, HT-134)
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
light_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_SOV_light_flame_tank_medium # T-26 Chemical Tanks (HT-26, HT-130, HT-133, HT-134)
|
||||
}
|
||||
models = {
|
||||
SOV_light_flame_tank_entity # T-26 Chemical Tanks (HT-26, HT-130, HT-133, HT-134)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
land_cruiser_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_SOV_land_cruiser_armor_medium
|
||||
}
|
||||
models = {
|
||||
SOV_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HUJ = {
|
||||
#heavy_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_ENG_heavy_flame_tank_medium # Churchill Crocodile
|
||||
# }
|
||||
# models = {
|
||||
# ENG_heavy_flame_tank_entity # Churchill Crocodile
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
heavy_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2 #ENG tank weights are not fixed in 00_tank_icons.txt
|
||||
icons = {
|
||||
GFX_ENG_heavy_flame_tank_medium # Churchill Crocodile
|
||||
}
|
||||
models = {
|
||||
ENG_heavy_flame_tank_entity # Churchill Crocodile
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
land_cruiser_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_ENG_land_cruiser_armor_medium
|
||||
}
|
||||
models = {
|
||||
ENG_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YUW = {
|
||||
#heavy_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_FRA_heavy_flame_tank_medium # Char B1
|
||||
# }
|
||||
# models = {
|
||||
# FRA_heavy_flame_tank_entity # Char B1
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
heavy_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2 #French tank weights are not fixed in 00_tank_icons.txt
|
||||
icons = {
|
||||
GFX_FRA_heavy_flame_tank_medium # Char B1
|
||||
}
|
||||
models = {
|
||||
FRA_heavy_flame_tank_entity # Char B1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
land_cruiser_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_FRA_land_cruiser_armor_medium
|
||||
}
|
||||
models = {
|
||||
FRA_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BYG = {
|
||||
#light_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_USA_light_flame_tank_medium # M3A1 Satan
|
||||
# }
|
||||
# models = {
|
||||
# USA_light_flame_tank_entity # M3A1 Satan
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
light_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2 #Otherwise regular Light Armor shows up
|
||||
icons = {
|
||||
GFX_USA_light_flame_tank_medium # M3A1 Satan
|
||||
}
|
||||
models = {
|
||||
USA_light_flame_tank_entity # M3A1 Satan
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#medium_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_USA_medium_flame_tank_medium # M4 Sherman Crocodile
|
||||
# }
|
||||
# models = {
|
||||
# USA_medium_flame_tank_entity # M4 Sherman Crocodile
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
medium_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2 #USA tank weights are not fixed in 00_tank_icons.txt
|
||||
icons = {
|
||||
GFX_USA_medium_flame_tank_medium # M4 Sherman Crocodile
|
||||
}
|
||||
models = {
|
||||
USA_medium_flame_tank_entity # M4 Sherman Crocodile
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
land_cruiser_chassis_1 = {
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_USA_land_cruiser_armor_medium
|
||||
}
|
||||
models = {
|
||||
USA_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHY = {
|
||||
#light_tank_chassis = { #Make Flamethrower tanks show up at the bottom of the regular tank pools (like AT, AA, SPG, etc.)
|
||||
# pool = {
|
||||
# weight = 0.7
|
||||
# icons = {
|
||||
# GFX_JAP_light_flame_tank_medium # Type 95 Ha-Go with flamethrower
|
||||
# }
|
||||
# models = {
|
||||
# JAP_light_flame_tank_entity # Type 95 Ha-Go with flamethrower
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
|
||||
light_tank_flame_chassis = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_JAP_light_flame_tank_medium # Type 95 Ha-Go with flamethrower
|
||||
}
|
||||
models = {
|
||||
JAP_light_flame_tank_entity # Type 95 Ha-Go with flamethrower
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1177
src/gfx/interface/equipmentdesigner/graphic_db/az_bli_plane_models.txt
Executable file
1177
src/gfx/interface/equipmentdesigner/graphic_db/az_bli_plane_models.txt
Executable file
File diff suppressed because it is too large
Load Diff
181
src/gfx/interface/equipmentdesigner/graphic_db/az_bli_ship_models.txt
Executable file
181
src/gfx/interface/equipmentdesigner/graphic_db/az_bli_ship_models.txt
Executable file
@@ -0,0 +1,181 @@
|
||||
BLI = {
|
||||
ship_hull_light = {
|
||||
pool = {
|
||||
models = {
|
||||
destroyer_entity
|
||||
###### DLC 23 ######
|
||||
ENG_destroyer_entity
|
||||
USA_destroyer_entity
|
||||
###### DLC 38 ######
|
||||
NOR_destroyer_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_cruiser = {
|
||||
pool = {
|
||||
models = {
|
||||
light_cruiser_entity
|
||||
heavy_cruiser_entity
|
||||
FRA_heavy_cruiser_entity
|
||||
USA_heavy_cruiser_entity
|
||||
ENG_heavy_cruiser_entity
|
||||
SOV_heavy_cruiser_entity
|
||||
JAP_heavy_cruiser_entity
|
||||
GER_heavy_cruiser_entity
|
||||
ITA_heavy_cruiser_entity
|
||||
###### DLC 23 ######
|
||||
ENG_heavy_cruiser_0_entity
|
||||
ENG_light_cruiser_entity
|
||||
USA_light_cruiser_entity
|
||||
USA_heavy_cruiser_0_entity
|
||||
###### DLC 38 ######
|
||||
GER_heavy_cruiser_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_heavy = {
|
||||
pool = {
|
||||
models = {
|
||||
battle_cruiser_entity
|
||||
battleship_entity
|
||||
super_heavy_battleship_entity
|
||||
GER_battleship_entity
|
||||
ENG_battleship_entity
|
||||
ITA_battleship_entity
|
||||
USA_battleship_entity
|
||||
FRA_battleship_entity
|
||||
SOV_battleship_entity
|
||||
JAP_battleship_entity
|
||||
###### DLC 23 ######
|
||||
ENG_battleship_0_entity
|
||||
USA_battleship_0_entity
|
||||
###### DLC 31 ######
|
||||
TUR_battle_cruiser_entity
|
||||
###### DLC 38 ######
|
||||
NOR_battleship_entity
|
||||
###### DLC 43 ######
|
||||
ship_hull_modern_super_battleship_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_carrier = {
|
||||
pool = {
|
||||
models = {
|
||||
carrier_entity
|
||||
ship_hull_ice_carrier_entity
|
||||
ship_hull_super_carrier_entity
|
||||
###### DLC 23 ######
|
||||
carrier_0_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_submarine = {
|
||||
pool = {
|
||||
models = {
|
||||
submarine_entity
|
||||
ship_hull_cruiser_submarine_entity
|
||||
ship_hull_nuclear_powered_submarine_entity
|
||||
ship_hull_fleet_submarine_entity
|
||||
###### DLC 43 ######
|
||||
ENG_ship_hull_nuclear_powered_submarine_entity
|
||||
FRA_ship_hull_cruiser_submarine_entity
|
||||
SOV_ship_hull_nuclear_powered_submarine_entity
|
||||
SOV_ship_hull_cruiser_submarine_entity
|
||||
USA_ship_hull_cruiser_submarine_entity
|
||||
USA_ship_hull_nuclear_powered_submarine_entity
|
||||
GER_ship_hull_cruiser_submarine_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SIR = {
|
||||
ship_hull_light = {
|
||||
pool = {
|
||||
models = {
|
||||
destroyer_entity
|
||||
###### DLC 23 ######
|
||||
ENG_destroyer_entity
|
||||
USA_destroyer_entity
|
||||
###### DLC 38 ######
|
||||
NOR_destroyer_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_cruiser = {
|
||||
pool = {
|
||||
models = {
|
||||
light_cruiser_entity
|
||||
heavy_cruiser_entity
|
||||
FRA_heavy_cruiser_entity
|
||||
USA_heavy_cruiser_entity
|
||||
ENG_heavy_cruiser_entity
|
||||
SOV_heavy_cruiser_entity
|
||||
JAP_heavy_cruiser_entity
|
||||
GER_heavy_cruiser_entity
|
||||
ITA_heavy_cruiser_entity
|
||||
###### DLC 23 ######
|
||||
ENG_heavy_cruiser_0_entity
|
||||
ENG_light_cruiser_entity
|
||||
USA_light_cruiser_entity
|
||||
USA_heavy_cruiser_0_entity
|
||||
###### DLC 38 ######
|
||||
GER_heavy_cruiser_2_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_heavy = {
|
||||
pool = {
|
||||
models = {
|
||||
battle_cruiser_entity
|
||||
battleship_entity
|
||||
super_heavy_battleship_entity
|
||||
GER_battleship_entity
|
||||
ENG_battleship_entity
|
||||
ITA_battleship_entity
|
||||
USA_battleship_entity
|
||||
FRA_battleship_entity
|
||||
SOV_battleship_entity
|
||||
JAP_battleship_entity
|
||||
###### DLC 23 ######
|
||||
ENG_battleship_0_entity
|
||||
USA_battleship_0_entity
|
||||
###### DLC 31 ######
|
||||
TUR_battle_cruiser_entity
|
||||
###### DLC 38 ######
|
||||
NOR_battleship_entity
|
||||
###### DLC 43 ######
|
||||
ship_hull_modern_super_battleship_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_carrier = {
|
||||
pool = {
|
||||
models = {
|
||||
carrier_entity
|
||||
ship_hull_ice_carrier_entity
|
||||
ship_hull_super_carrier_entity
|
||||
###### DLC 23 ######
|
||||
carrier_0_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
ship_hull_submarine = {
|
||||
pool = {
|
||||
models = {
|
||||
submarine_entity
|
||||
ship_hull_cruiser_submarine_entity
|
||||
ship_hull_nuclear_powered_submarine_entity
|
||||
ship_hull_fleet_submarine_entity
|
||||
###### DLC 43 ######
|
||||
ENG_ship_hull_nuclear_powered_submarine_entity
|
||||
FRA_ship_hull_cruiser_submarine_entity
|
||||
SOV_ship_hull_nuclear_powered_submarine_entity
|
||||
SOV_ship_hull_cruiser_submarine_entity
|
||||
USA_ship_hull_cruiser_submarine_entity
|
||||
USA_ship_hull_nuclear_powered_submarine_entity
|
||||
GER_ship_hull_cruiser_submarine_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
835
src/gfx/interface/equipmentdesigner/graphic_db/az_bli_tank_models.txt
Executable file
835
src/gfx/interface/equipmentdesigner/graphic_db/az_bli_tank_models.txt
Executable file
@@ -0,0 +1,835 @@
|
||||
SIR = {
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
light_flame_tank_entity
|
||||
GER_light_armor_entity
|
||||
GER_iw_armor_entity
|
||||
GER_light_armor_entity
|
||||
SOV_light_armor_entity
|
||||
USA_light_armor_entity
|
||||
commonwealth_gfx_light_armor_entity
|
||||
FRA_light_armor_entity
|
||||
JAP_light_armor_entity
|
||||
ITA_light_armor_entity
|
||||
NOR_light_armor_1_entity
|
||||
FIN_light_sp_artillery_brigade_0_entity
|
||||
FIN_light_armor_entity
|
||||
FIN_light_sp_anti_air_brigade_entity
|
||||
SWE_light_sp_anti_air_brigade_0_entity
|
||||
SWE_light_sp_anti_air_brigade_1_entity
|
||||
SWE_light_tank_destroyer_brigade_1_entity
|
||||
SWE_light_armor_0_entity
|
||||
SWE_light_armor_1_entity
|
||||
SWE_light_armor_2_entity
|
||||
SWE_iw_armor_entity
|
||||
BEL_light_armor_0_entity
|
||||
BEL_iw_armor_entity
|
||||
BEL_light_tank_destroyer_brigade_0_entity
|
||||
###### DLC 06 ######
|
||||
SOV_light_armor_0_entity
|
||||
SOV_light_armor_2_entity
|
||||
###### DLC 07 ######
|
||||
GER_light_armor_0_entity
|
||||
GER_light_armor_2_entity
|
||||
###### DLC 08 ######
|
||||
FRA_light_armor_2_entity
|
||||
FRA_light_armor_0_entity
|
||||
###### DLC 09 ######
|
||||
ENG_light_armor_2_entity
|
||||
ENG_light_armor_1_entity
|
||||
###### DLC 10 ######
|
||||
USA_light_armor_2_entity
|
||||
USA_light_armor_0_entity
|
||||
###### DLC 25 ######
|
||||
GER_light_sp_anti_air_brigade_0_entity
|
||||
GER_light_sp_artillery_brigade_0_entity
|
||||
GER_light_sp_artillery_brigade_1_entity
|
||||
GER_light_tank_destroyer_brigade_0_entity
|
||||
GER_light_tank_destroyer_brigade_1_entity
|
||||
ITA_light_tank_destroyer_brigade_1_entity
|
||||
ITA_light_tank_destroyer_brigade_0_entity
|
||||
ITA_light_armor_1_entity
|
||||
JAP_light_armor_2_entity
|
||||
JAP_light_sp_anti_air_brigade_1_entity
|
||||
JAP_light_sp_anti_air_brigade_2_entity
|
||||
JAP_light_sp_artillery_brigade_2_entity
|
||||
JAP_light_tank_destroyer_brigade_2_entity
|
||||
JAP_light_armor_0_entity
|
||||
###### DLC 28 ######
|
||||
SPR_light_armor_entity
|
||||
###### DLC 29 ######
|
||||
SOV_light_sp_artillery_brigade_1_entity
|
||||
SOV_light_sp_artillery_brigade_2_entity
|
||||
SOV_light_tank_destroyer_brigade_0_entity
|
||||
SOV_light_tank_destroyer_brigade_1_entity
|
||||
SOV_light_tank_destroyer_brigade_2_entity
|
||||
USA_light_tank_destroyer_brigade_1_entity
|
||||
USA_light_tank_destroyer_brigade_2_entity
|
||||
USA_light_tank_destroyer_brigade_0_entity
|
||||
USA_light_sp_artillery_brigade_0_entity
|
||||
USA_light_sp_artillery_brigade_1_entity
|
||||
USA_light_sp_anti_air_brigade_1_entity
|
||||
USA_light_sp_anti_air_brigade_2_entity
|
||||
ENG_light_tank_destroyer_brigade_2_entity
|
||||
ENG_light_sp_artillery_brigade_2_entity
|
||||
ENG_light_tank_destroyer_brigade_0_entity
|
||||
FRA_light_tank_destroyer_brigade_2_entity
|
||||
FRA_light_tank_destroyer_brigade_1_entity
|
||||
FRA_light_sp_artillery_brigade_2_entity
|
||||
###### DLC 31 ######
|
||||
BUL_neutrality_light_armor_entity
|
||||
GRE_neutrality_light_armor_entity
|
||||
TUR_neutrality_light_armor_entity
|
||||
BUL_democratic_light_armor_entity
|
||||
GRE_democratic_light_armor_entity
|
||||
TUR_democratic_light_armor_entity
|
||||
BUL_communism_light_armor_entity
|
||||
GRE_communism_light_armor_entity
|
||||
TUR_communism_light_armor_entity
|
||||
BUL_fascism_light_armor_entity
|
||||
GRE_fascism_light_armor_entity
|
||||
TUR_fascism_light_armor_entity
|
||||
###### DLC 36 ######
|
||||
ETH_light_armor_entity
|
||||
SWI_light_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_light_armor_0_entity
|
||||
ARG_light_armor_1_entity
|
||||
ARG_light_armor_2_entity
|
||||
BRA_light_armor_entity
|
||||
BRA_light_armor_2_entity
|
||||
CHL_light_armor_entity
|
||||
CHL_light_armor_2_entity
|
||||
###### DLC 43 ######
|
||||
GER_light_flame_tank_entity
|
||||
JAP_light_flame_tank_entity
|
||||
ITA_light_flame_tank_entity
|
||||
SOV_light_flame_tank_entity
|
||||
USA_light_flame_tank_entity
|
||||
AUS_light_armor_entity
|
||||
###### DLC 46 ######
|
||||
AFG_light_armor_0_entity
|
||||
AFG_light_armor_entity
|
||||
PER_light_armor_0_entity
|
||||
PER_light_armor_entity
|
||||
IRQ_light_armor_entity
|
||||
RAJ_light_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
medium_flame_tank_entity
|
||||
GER_medium_armor_entity
|
||||
SOV_medium_gw_armor_0_entity
|
||||
SOV_medium_armor_entity
|
||||
USA_medium_armor_entity
|
||||
commonwealth_gfx_medium_armor_entity
|
||||
FRA_medium_armor_entity
|
||||
JAP_medium_armor_entity
|
||||
ITA_medium_armor_entity
|
||||
FIN_medium_tank_destroyer_brigade_0_entity
|
||||
FIN_medium_armor_entity
|
||||
FIN_medium_gw_armor_0_entity
|
||||
FIN_medium_tank_destroyer_brigade_0_entity
|
||||
SWE_medium_sp_artillery_brigade_entity
|
||||
SWE_medium_sp_artillery_brigade_2_entity
|
||||
SWE_medium_tank_destroyer_brigade_entity
|
||||
SWE_medium_tank_destroyer_brigade_2_entity
|
||||
SWE_medium_armor_entity
|
||||
SWE_medium_armor_2_entity
|
||||
###### DLC 06 ######
|
||||
SOV_medium_armor_0_entity
|
||||
SOV_medium_armor_2_entity
|
||||
###### DLC 07 ######
|
||||
GER_medium_armor_0_entity
|
||||
GER_medium_armor_2_entity
|
||||
###### DLC 08 ######
|
||||
FRA_medium_armor_2_entity
|
||||
FRA_medium_armor_1_entity
|
||||
###### DLC 09 ######
|
||||
ENG_medium_armor_2_entity
|
||||
ENG_medium_armor_1_entity
|
||||
###### DLC 10 ######
|
||||
USA_medium_armor_2_entity
|
||||
USA_medium_armor_0_entity
|
||||
###### DLC 25 ######
|
||||
GER_medium_sp_anti_air_brigade_0_entity
|
||||
GER_medium_sp_anti_air_brigade_1_entity
|
||||
GER_medium_sp_anti_air_brigade_2_entity
|
||||
GER_medium_sp_artillery_brigade_0_entity
|
||||
GER_medium_sp_artillery_brigade_1_entity
|
||||
GER_medium_sp_artillery_brigade_2_entity
|
||||
GER_medium_tank_destroyer_brigade_0_entity
|
||||
GER_medium_tank_destroyer_brigade_1_entity
|
||||
GER_medium_tank_destroyer_brigade_2_entity
|
||||
ITA_medium_sp_anti_air_brigade_2_entity
|
||||
ITA_medium_sp_artillery_brigade_1_entity
|
||||
ITA_medium_sp_artillery_brigade_2_entity
|
||||
ITA_medium_tank_destroyer_brigade_1_entity
|
||||
ITA_medium_tank_destroyer_brigade_2_entity
|
||||
ITA_medium_armor_1_entity
|
||||
JAP_medium_armor_2_entity
|
||||
JAP_medium_sp_artillery_brigade_0_entity
|
||||
JAP_medium_sp_artillery_brigade_1_entity
|
||||
JAP_medium_sp_artillery_brigade_2_entity
|
||||
JAP_medium_tank_destroyer_brigade_0_entity
|
||||
JAP_medium_tank_destroyer_brigade_1_entity
|
||||
JAP_medium_tank_destroyer_brigade_2_entity
|
||||
JAP_medium_armor_1_entity
|
||||
###### DLC 29 ######
|
||||
SOV_medium_sp_anti_air_brigade_0_entity
|
||||
SOV_medium_sp_anti_air_brigade_2_entity
|
||||
SOV_medium_sp_artillery_brigade_1_entity
|
||||
SOV_medium_tank_destroyer_brigade_1_entity
|
||||
SOV_medium_tank_destroyer_brigade_2_entity
|
||||
USA_medium_tank_destroyer_brigade_0_entity
|
||||
USA_medium_tank_destroyer_brigade_1_entity
|
||||
USA_medium_tank_destroyer_brigade_2_entity
|
||||
USA_medium_sp_artillery_brigade_0_entity
|
||||
USA_medium_sp_artillery_brigade_1_entity
|
||||
USA_medium_sp_artillery_brigade_2_entity
|
||||
USA_medium_sp_anti_air_brigade_1_entity
|
||||
USA_medium_sp_anti_air_brigade_0_entity
|
||||
ENG_medium_sp_artillery_brigade_2_entity
|
||||
ENG_medium_sp_anti_air_brigade_0_entity
|
||||
ENG_medium_sp_anti_air_brigade_1_entity
|
||||
FRA_medium_tank_destroyer_brigade_0_entity
|
||||
FRA_medium_tank_destroyer_brigade_1_entity
|
||||
FRA_medium_sp_artillery_brigade_0_entity
|
||||
FRA_medium_sp_artillery_brigade_1_entity
|
||||
###### DLC 31 ######
|
||||
BUL_neutrality_medium_armor_entity
|
||||
GRE_neutrality_medium_armor_entity
|
||||
TUR_neutrality_medium_armor_entity
|
||||
BUL_democratic_medium_armor_entity
|
||||
BUL_democratic_medium_armor_entity
|
||||
TUR_democratic_medium_armor_entity
|
||||
BUL_communism_medium_armor_entity
|
||||
GRE_communism_medium_armor_entity
|
||||
TUR_communism_medium_armor_entity
|
||||
BUL_fascism_medium_armor_entity
|
||||
GRE_fascism_medium_armor_entity
|
||||
TUR_fascism_medium_armor_entity
|
||||
###### DLC 36 ######
|
||||
ETH_medium_armor_entity
|
||||
SWI_medium_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_medium_armor_0_entity
|
||||
ARG_medium_armor_1_entity
|
||||
ARG_medium_armor_2_entity
|
||||
BRA_medium_armor_0_entity
|
||||
BRA_medium_armor_1_entity
|
||||
BRA_medium_armor_2_entity
|
||||
CHL_medium_armor_0_entity
|
||||
CHL_medium_armor_1_entity
|
||||
CHL_medium_armor_2_entity
|
||||
###### DLC 43 ######
|
||||
GER_medium_flame_tank_entity
|
||||
USA_medium_flame_tank_entity
|
||||
AUS_medium_armor_entity
|
||||
BEL_medium_armor_entity
|
||||
###### DLC 46 ######
|
||||
AFG_medium_armor_entity
|
||||
PER_medium_armor_entity
|
||||
IRQ_medium_armor_entity
|
||||
RAJ_medium_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
heavy_flame_tank_entity
|
||||
GER_heavy_armor_entity
|
||||
SOV_heavy_armor_entity
|
||||
SOV_heavy_sp_artillery_brigade_1_entity
|
||||
USA_heavy_armor_entity
|
||||
commonwealth_gfx_heavy_armor_entity
|
||||
FRA_heavy_armor_entity
|
||||
JAP_heavy_armor_entity
|
||||
ITA_heavy_armor_entity
|
||||
FIN_heavy_armor_entity
|
||||
SWE_heavy_armor_entity
|
||||
###### DLC 06 ######
|
||||
SOV_heavy_armor_0_entity
|
||||
SOV_heavy_armor_2_entity
|
||||
###### DLC 07 ######
|
||||
GER_heavy_armor_0_entity
|
||||
GER_heavy_armor_2_entity
|
||||
###### DLC 08 ######
|
||||
FRA_heavy_armor_2_entity
|
||||
FRA_heavy_armor_1_entity
|
||||
###### DLC 09 ######
|
||||
ENG_heavy_armor_2_entity
|
||||
ENG_heavy_armor_0_entity
|
||||
###### DLC 10 ######
|
||||
USA_heavy_armor_0_entity
|
||||
USA_heavy_armor_1_entity
|
||||
###### DLC 25 ######
|
||||
GER_heavy_sp_artillery_brigade_1_entity
|
||||
GER_heavy_tank_destroyer_brigade_0_entity
|
||||
GER_heavy_tank_destroyer_brigade_1_entity
|
||||
GER_heavy_tank_destroyer_brigade_2_entity
|
||||
ITA_heavy_armor_2_entity
|
||||
JAP_heavy_armor_2_entity
|
||||
JAP_heavy_sp_artillery_brigade_0_entity
|
||||
JAP_heavy_sp_artillery_brigade_1_entity
|
||||
JAP_heavy_tank_destroyer_brigade_0_entity
|
||||
JAP_heavy_tank_destroyer_brigade_1_entity
|
||||
JAP_heavy_armor_1_entity
|
||||
###### DLC 29 ######
|
||||
SOV_heavy_sp_artillery_brigade_0_entity
|
||||
SOV_heavy_sp_artillery_brigade_2_entity
|
||||
SOV_heavy_tank_destroyer_brigade_2_entity
|
||||
USA_heavy_tank_destroyer_brigade_0_entity
|
||||
USA_heavy_sp_artillery_brigade_1_entity
|
||||
ENG_heavy_sp_artillery_brigade_1_entity
|
||||
FRA_heavy_sp_artillery_brigade_0_entity
|
||||
###### DLC 31 ######
|
||||
BUL_neutrality_heavy_armor_entity
|
||||
GRE_neutrality_heavy_armor_entity
|
||||
TUR_neutrality_heavy_armor_entity
|
||||
BUL_democratic_heavy_armor_entity
|
||||
GRE_democratic_heavy_armor_entity
|
||||
TUR_democratic_heavy_armor_entity
|
||||
BUL_communism_heavy_armor_entity
|
||||
GRE_communism_heavy_armor_entity
|
||||
TUR_communism_heavy_armor_entity
|
||||
BUL_fascism_heavy_armor_entity
|
||||
GRE_fascism_heavy_armor_entity
|
||||
TUR_fascism_heavy_armor_entity
|
||||
###### DLC 36 ######
|
||||
ETH_heavy_armor_entity
|
||||
SWI_heavy_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_heavy_armor_0_entity
|
||||
ARG_heavy_armor_1_entity
|
||||
ARG_heavy_armor_2_entity
|
||||
BRA_heavy_armor_0_entity
|
||||
CHL_heavy_armor_0_entity
|
||||
###### DLC 43 ######
|
||||
ENG_heavy_flame_tank_entity
|
||||
FRA_heavy_flame_tank_entity
|
||||
AUS_heavy_armor_entity
|
||||
BEL_heavy_armor_entity
|
||||
###### DLC 45 ######
|
||||
GER_super_heavy_armor_alt_0_entity
|
||||
###### DLC 46 ######
|
||||
AFG_heavy_armor_entity
|
||||
PER_heavy_armor_entity
|
||||
IRQ_heavy_armor_entity
|
||||
RAJ_heavy_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
super_heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_super_heavy_armor_entity
|
||||
SOV_super_heavy_armor_entity
|
||||
###### DLC 08 ######
|
||||
FRA_super_heavy_armor_entity
|
||||
###### DLC 09 ######
|
||||
ENG_super_heavy_armor_entity
|
||||
###### DLC 10 ######
|
||||
USA_super_heavy_armor_entity
|
||||
###### DLC 25 ######
|
||||
JAP_super_heavy_armor_entity
|
||||
###### DLC 31 ######
|
||||
TUR_fascism_super_heavy_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_super_heavy_armor_entity
|
||||
BRA_super_heavy_armor_entity
|
||||
###### DIL 45 ######
|
||||
GER_super_heavy_armor_alt_0_entity
|
||||
###### DLC 46 ######
|
||||
RAJ_super_heavy_armor_entity
|
||||
ENG_super_heavy_armor_alt_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
modern_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_modern_armor_entity
|
||||
SWE_modern_tank_destroyer_brigade_entity
|
||||
SWE_modern_sp_artillery_brigade_entity
|
||||
SWE_modern_armor_entity
|
||||
###### DLC 07 ######
|
||||
GER_modern_armor_entity
|
||||
###### DLC 08 ######
|
||||
FRA_modern_armor_entity
|
||||
###### DLC 09 ######
|
||||
ENG_modern_armor_entity
|
||||
###### DLC 10 ######
|
||||
USA_modern_armor_entity
|
||||
###### DLC 25 ######
|
||||
GER_modern_sp_anti_air_brigade_0_entity
|
||||
JAP_modern_armor_entity
|
||||
###### DLC 31 ######
|
||||
BUL_democratic_modern_armor_entity
|
||||
GRE_democratic_modern_armor_entity
|
||||
TUR_democratic_modern_armor_entity
|
||||
BUL_communism_modern_armor_entity
|
||||
GRE_communism_modern_armor_entity
|
||||
TUR_communism_modern_armor_entity
|
||||
BUL_fascism_modern_armor_entity
|
||||
GRE_fascism_modern_armor_entity
|
||||
TUR_fascism_modern_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_modern_armor_entity
|
||||
###### DLC 46 ######
|
||||
AFG_modern_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
amphibious_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_amphibious_armor_entity
|
||||
SOV_amphibious_armor_entity
|
||||
USA_amphibious_armor_entity
|
||||
ENG_amphibious_armor_entity
|
||||
###### DLC 23 ######
|
||||
JAP_amphibious_armor_entity
|
||||
amphibious_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
land_cruiser_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
land_cruiser_entity
|
||||
###### DLC 40 ######
|
||||
ENG_land_cruiser_entity
|
||||
FRA_land_cruiser_entity
|
||||
GER_land_cruiser_entity
|
||||
GER_land_cruiser_alt_0_entity
|
||||
ITA_land_cruiser_entity
|
||||
SOV_land_cruiser_entity
|
||||
USA_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BLI = {
|
||||
light_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
light_flame_tank_entity
|
||||
GER_light_armor_entity
|
||||
GER_iw_armor_entity
|
||||
GER_light_armor_entity
|
||||
SOV_light_armor_entity
|
||||
USA_light_armor_entity
|
||||
commonwealth_gfx_light_armor_entity
|
||||
FRA_light_armor_entity
|
||||
JAP_light_armor_entity
|
||||
ITA_light_armor_entity
|
||||
NOR_light_armor_1_entity
|
||||
FIN_light_sp_artillery_brigade_0_entity
|
||||
FIN_light_armor_entity
|
||||
FIN_light_sp_anti_air_brigade_entity
|
||||
SWE_light_sp_anti_air_brigade_0_entity
|
||||
SWE_light_sp_anti_air_brigade_1_entity
|
||||
SWE_light_tank_destroyer_brigade_1_entity
|
||||
SWE_light_armor_0_entity
|
||||
SWE_light_armor_1_entity
|
||||
SWE_light_armor_2_entity
|
||||
SWE_iw_armor_entity
|
||||
BEL_light_armor_0_entity
|
||||
BEL_iw_armor_entity
|
||||
BEL_light_tank_destroyer_brigade_0_entity
|
||||
###### DLC 06 ######
|
||||
SOV_light_armor_0_entity
|
||||
SOV_light_armor_2_entity
|
||||
###### DLC 07 ######
|
||||
GER_light_armor_0_entity
|
||||
GER_light_armor_2_entity
|
||||
###### DLC 08 ######
|
||||
FRA_light_armor_2_entity
|
||||
FRA_light_armor_0_entity
|
||||
###### DLC 09 ######
|
||||
ENG_light_armor_2_entity
|
||||
ENG_light_armor_1_entity
|
||||
###### DLC 10 ######
|
||||
USA_light_armor_2_entity
|
||||
USA_light_armor_0_entity
|
||||
###### DLC 25 ######
|
||||
GER_light_sp_anti_air_brigade_0_entity
|
||||
GER_light_sp_artillery_brigade_0_entity
|
||||
GER_light_sp_artillery_brigade_1_entity
|
||||
GER_light_tank_destroyer_brigade_0_entity
|
||||
GER_light_tank_destroyer_brigade_1_entity
|
||||
ITA_light_tank_destroyer_brigade_1_entity
|
||||
ITA_light_tank_destroyer_brigade_0_entity
|
||||
ITA_light_armor_1_entity
|
||||
JAP_light_armor_2_entity
|
||||
JAP_light_sp_anti_air_brigade_1_entity
|
||||
JAP_light_sp_anti_air_brigade_2_entity
|
||||
JAP_light_sp_artillery_brigade_2_entity
|
||||
JAP_light_tank_destroyer_brigade_2_entity
|
||||
JAP_light_armor_0_entity
|
||||
###### DLC 28 ######
|
||||
SPR_light_armor_entity
|
||||
###### DLC 29 ######
|
||||
SOV_light_sp_artillery_brigade_1_entity
|
||||
SOV_light_sp_artillery_brigade_2_entity
|
||||
SOV_light_tank_destroyer_brigade_0_entity
|
||||
SOV_light_tank_destroyer_brigade_1_entity
|
||||
SOV_light_tank_destroyer_brigade_2_entity
|
||||
USA_light_tank_destroyer_brigade_1_entity
|
||||
USA_light_tank_destroyer_brigade_2_entity
|
||||
USA_light_tank_destroyer_brigade_0_entity
|
||||
USA_light_sp_artillery_brigade_0_entity
|
||||
USA_light_sp_artillery_brigade_1_entity
|
||||
USA_light_sp_anti_air_brigade_1_entity
|
||||
USA_light_sp_anti_air_brigade_2_entity
|
||||
ENG_light_tank_destroyer_brigade_2_entity
|
||||
ENG_light_sp_artillery_brigade_2_entity
|
||||
ENG_light_tank_destroyer_brigade_0_entity
|
||||
FRA_light_tank_destroyer_brigade_2_entity
|
||||
FRA_light_tank_destroyer_brigade_1_entity
|
||||
FRA_light_sp_artillery_brigade_2_entity
|
||||
###### DLC 31 ######
|
||||
BUL_neutrality_light_armor_entity
|
||||
GRE_neutrality_light_armor_entity
|
||||
TUR_neutrality_light_armor_entity
|
||||
BUL_democratic_light_armor_entity
|
||||
GRE_democratic_light_armor_entity
|
||||
TUR_democratic_light_armor_entity
|
||||
BUL_communism_light_armor_entity
|
||||
GRE_communism_light_armor_entity
|
||||
TUR_communism_light_armor_entity
|
||||
BUL_fascism_light_armor_entity
|
||||
GRE_fascism_light_armor_entity
|
||||
TUR_fascism_light_armor_entity
|
||||
###### DLC 36 ######
|
||||
ETH_light_armor_entity
|
||||
SWI_light_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_light_armor_0_entity
|
||||
ARG_light_armor_1_entity
|
||||
ARG_light_armor_2_entity
|
||||
BRA_light_armor_entity
|
||||
BRA_light_armor_2_entity
|
||||
CHL_light_armor_entity
|
||||
CHL_light_armor_2_entity
|
||||
###### DLC 43 ######
|
||||
GER_light_flame_tank_entity
|
||||
JAP_light_flame_tank_entity
|
||||
ITA_light_flame_tank_entity
|
||||
SOV_light_flame_tank_entity
|
||||
USA_light_flame_tank_entity
|
||||
AUS_light_armor_entity
|
||||
###### DLC 46 ######
|
||||
AFG_light_armor_0_entity
|
||||
AFG_light_armor_entity
|
||||
PER_light_armor_0_entity
|
||||
PER_light_armor_entity
|
||||
IRQ_light_armor_entity
|
||||
RAJ_light_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
medium_flame_tank_entity
|
||||
GER_medium_armor_entity
|
||||
SOV_medium_gw_armor_0_entity
|
||||
SOV_medium_armor_entity
|
||||
USA_medium_armor_entity
|
||||
commonwealth_gfx_medium_armor_entity
|
||||
FRA_medium_armor_entity
|
||||
JAP_medium_armor_entity
|
||||
ITA_medium_armor_entity
|
||||
FIN_medium_tank_destroyer_brigade_0_entity
|
||||
FIN_medium_armor_entity
|
||||
FIN_medium_gw_armor_0_entity
|
||||
FIN_medium_tank_destroyer_brigade_0_entity
|
||||
SWE_medium_sp_artillery_brigade_entity
|
||||
SWE_medium_sp_artillery_brigade_2_entity
|
||||
SWE_medium_tank_destroyer_brigade_entity
|
||||
SWE_medium_tank_destroyer_brigade_2_entity
|
||||
SWE_medium_armor_entity
|
||||
SWE_medium_armor_2_entity
|
||||
###### DLC 06 ######
|
||||
SOV_medium_armor_0_entity
|
||||
SOV_medium_armor_2_entity
|
||||
###### DLC 07 ######
|
||||
GER_medium_armor_0_entity
|
||||
GER_medium_armor_2_entity
|
||||
###### DLC 08 ######
|
||||
FRA_medium_armor_2_entity
|
||||
FRA_medium_armor_1_entity
|
||||
###### DLC 09 ######
|
||||
ENG_medium_armor_2_entity
|
||||
ENG_medium_armor_1_entity
|
||||
###### DLC 10 ######
|
||||
USA_medium_armor_2_entity
|
||||
USA_medium_armor_0_entity
|
||||
###### DLC 25 ######
|
||||
GER_medium_sp_anti_air_brigade_0_entity
|
||||
GER_medium_sp_anti_air_brigade_1_entity
|
||||
GER_medium_sp_anti_air_brigade_2_entity
|
||||
GER_medium_sp_artillery_brigade_0_entity
|
||||
GER_medium_sp_artillery_brigade_1_entity
|
||||
GER_medium_sp_artillery_brigade_2_entity
|
||||
GER_medium_tank_destroyer_brigade_0_entity
|
||||
GER_medium_tank_destroyer_brigade_1_entity
|
||||
GER_medium_tank_destroyer_brigade_2_entity
|
||||
ITA_medium_sp_anti_air_brigade_2_entity
|
||||
ITA_medium_sp_artillery_brigade_1_entity
|
||||
ITA_medium_sp_artillery_brigade_2_entity
|
||||
ITA_medium_tank_destroyer_brigade_1_entity
|
||||
ITA_medium_tank_destroyer_brigade_2_entity
|
||||
ITA_medium_armor_1_entity
|
||||
JAP_medium_armor_2_entity
|
||||
JAP_medium_sp_artillery_brigade_0_entity
|
||||
JAP_medium_sp_artillery_brigade_1_entity
|
||||
JAP_medium_sp_artillery_brigade_2_entity
|
||||
JAP_medium_tank_destroyer_brigade_0_entity
|
||||
JAP_medium_tank_destroyer_brigade_1_entity
|
||||
JAP_medium_tank_destroyer_brigade_2_entity
|
||||
JAP_medium_armor_1_entity
|
||||
###### DLC 29 ######
|
||||
SOV_medium_sp_anti_air_brigade_0_entity
|
||||
SOV_medium_sp_anti_air_brigade_2_entity
|
||||
SOV_medium_sp_artillery_brigade_1_entity
|
||||
SOV_medium_tank_destroyer_brigade_1_entity
|
||||
SOV_medium_tank_destroyer_brigade_2_entity
|
||||
USA_medium_tank_destroyer_brigade_0_entity
|
||||
USA_medium_tank_destroyer_brigade_1_entity
|
||||
USA_medium_tank_destroyer_brigade_2_entity
|
||||
USA_medium_sp_artillery_brigade_0_entity
|
||||
USA_medium_sp_artillery_brigade_1_entity
|
||||
USA_medium_sp_artillery_brigade_2_entity
|
||||
USA_medium_sp_anti_air_brigade_1_entity
|
||||
USA_medium_sp_anti_air_brigade_0_entity
|
||||
ENG_medium_sp_artillery_brigade_2_entity
|
||||
ENG_medium_sp_anti_air_brigade_0_entity
|
||||
ENG_medium_sp_anti_air_brigade_1_entity
|
||||
FRA_medium_tank_destroyer_brigade_0_entity
|
||||
FRA_medium_tank_destroyer_brigade_1_entity
|
||||
FRA_medium_sp_artillery_brigade_0_entity
|
||||
FRA_medium_sp_artillery_brigade_1_entity
|
||||
###### DLC 31 ######
|
||||
BUL_neutrality_medium_armor_entity
|
||||
GRE_neutrality_medium_armor_entity
|
||||
TUR_neutrality_medium_armor_entity
|
||||
BUL_democratic_medium_armor_entity
|
||||
BUL_democratic_medium_armor_entity
|
||||
TUR_democratic_medium_armor_entity
|
||||
BUL_communism_medium_armor_entity
|
||||
GRE_communism_medium_armor_entity
|
||||
TUR_communism_medium_armor_entity
|
||||
BUL_fascism_medium_armor_entity
|
||||
GRE_fascism_medium_armor_entity
|
||||
TUR_fascism_medium_armor_entity
|
||||
###### DLC 36 ######
|
||||
ETH_medium_armor_entity
|
||||
SWI_medium_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_medium_armor_0_entity
|
||||
ARG_medium_armor_1_entity
|
||||
ARG_medium_armor_2_entity
|
||||
BRA_medium_armor_0_entity
|
||||
BRA_medium_armor_1_entity
|
||||
BRA_medium_armor_2_entity
|
||||
CHL_medium_armor_0_entity
|
||||
CHL_medium_armor_1_entity
|
||||
CHL_medium_armor_2_entity
|
||||
###### DLC 43 ######
|
||||
GER_medium_flame_tank_entity
|
||||
USA_medium_flame_tank_entity
|
||||
AUS_medium_armor_entity
|
||||
BEL_medium_armor_entity
|
||||
###### DLC 46 ######
|
||||
AFG_medium_armor_entity
|
||||
PER_medium_armor_entity
|
||||
IRQ_medium_armor_entity
|
||||
RAJ_medium_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
heavy_flame_tank_entity
|
||||
GER_heavy_armor_entity
|
||||
SOV_heavy_armor_entity
|
||||
SOV_heavy_sp_artillery_brigade_1_entity
|
||||
USA_heavy_armor_entity
|
||||
commonwealth_gfx_heavy_armor_entity
|
||||
FRA_heavy_armor_entity
|
||||
JAP_heavy_armor_entity
|
||||
ITA_heavy_armor_entity
|
||||
FIN_heavy_armor_entity
|
||||
SWE_heavy_armor_entity
|
||||
###### DLC 06 ######
|
||||
SOV_heavy_armor_0_entity
|
||||
SOV_heavy_armor_2_entity
|
||||
###### DLC 07 ######
|
||||
GER_heavy_armor_0_entity
|
||||
GER_heavy_armor_2_entity
|
||||
###### DLC 08 ######
|
||||
FRA_heavy_armor_2_entity
|
||||
FRA_heavy_armor_1_entity
|
||||
###### DLC 09 ######
|
||||
ENG_heavy_armor_2_entity
|
||||
ENG_heavy_armor_0_entity
|
||||
###### DLC 10 ######
|
||||
USA_heavy_armor_0_entity
|
||||
USA_heavy_armor_1_entity
|
||||
###### DLC 25 ######
|
||||
GER_heavy_sp_artillery_brigade_1_entity
|
||||
GER_heavy_tank_destroyer_brigade_0_entity
|
||||
GER_heavy_tank_destroyer_brigade_1_entity
|
||||
GER_heavy_tank_destroyer_brigade_2_entity
|
||||
ITA_heavy_armor_2_entity
|
||||
JAP_heavy_armor_2_entity
|
||||
JAP_heavy_sp_artillery_brigade_0_entity
|
||||
JAP_heavy_sp_artillery_brigade_1_entity
|
||||
JAP_heavy_tank_destroyer_brigade_0_entity
|
||||
JAP_heavy_tank_destroyer_brigade_1_entity
|
||||
JAP_heavy_armor_1_entity
|
||||
###### DLC 29 ######
|
||||
SOV_heavy_sp_artillery_brigade_0_entity
|
||||
SOV_heavy_sp_artillery_brigade_2_entity
|
||||
SOV_heavy_tank_destroyer_brigade_2_entity
|
||||
USA_heavy_tank_destroyer_brigade_0_entity
|
||||
USA_heavy_sp_artillery_brigade_1_entity
|
||||
ENG_heavy_sp_artillery_brigade_1_entity
|
||||
FRA_heavy_sp_artillery_brigade_0_entity
|
||||
###### DLC 31 ######
|
||||
BUL_neutrality_heavy_armor_entity
|
||||
GRE_neutrality_heavy_armor_entity
|
||||
TUR_neutrality_heavy_armor_entity
|
||||
BUL_democratic_heavy_armor_entity
|
||||
GRE_democratic_heavy_armor_entity
|
||||
TUR_democratic_heavy_armor_entity
|
||||
BUL_communism_heavy_armor_entity
|
||||
GRE_communism_heavy_armor_entity
|
||||
TUR_communism_heavy_armor_entity
|
||||
BUL_fascism_heavy_armor_entity
|
||||
GRE_fascism_heavy_armor_entity
|
||||
TUR_fascism_heavy_armor_entity
|
||||
###### DLC 36 ######
|
||||
ETH_heavy_armor_entity
|
||||
SWI_heavy_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_heavy_armor_0_entity
|
||||
ARG_heavy_armor_1_entity
|
||||
ARG_heavy_armor_2_entity
|
||||
BRA_heavy_armor_0_entity
|
||||
CHL_heavy_armor_0_entity
|
||||
###### DLC 43 ######
|
||||
ENG_heavy_flame_tank_entity
|
||||
FRA_heavy_flame_tank_entity
|
||||
AUS_heavy_armor_entity
|
||||
BEL_heavy_armor_entity
|
||||
###### DLC 45 ######
|
||||
GER_super_heavy_armor_alt_0_entity
|
||||
###### DLC 46 ######
|
||||
AFG_heavy_armor_entity
|
||||
PER_heavy_armor_entity
|
||||
IRQ_heavy_armor_entity
|
||||
RAJ_heavy_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
super_heavy_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_super_heavy_armor_entity
|
||||
SOV_super_heavy_armor_entity
|
||||
###### DLC 08 ######
|
||||
FRA_super_heavy_armor_entity
|
||||
###### DLC 09 ######
|
||||
ENG_super_heavy_armor_entity
|
||||
###### DLC 10 ######
|
||||
USA_super_heavy_armor_entity
|
||||
###### DLC 25 ######
|
||||
JAP_super_heavy_armor_entity
|
||||
###### DLC 31 ######
|
||||
TUR_fascism_super_heavy_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_super_heavy_armor_entity
|
||||
BRA_super_heavy_armor_entity
|
||||
###### DIL 45 ######
|
||||
GER_super_heavy_armor_alt_0_entity
|
||||
###### DLC 46 ######
|
||||
RAJ_super_heavy_armor_entity
|
||||
ENG_super_heavy_armor_alt_1_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
modern_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
SOV_modern_armor_entity
|
||||
SWE_modern_tank_destroyer_brigade_entity
|
||||
SWE_modern_sp_artillery_brigade_entity
|
||||
SWE_modern_armor_entity
|
||||
###### DLC 07 ######
|
||||
GER_modern_armor_entity
|
||||
###### DLC 08 ######
|
||||
FRA_modern_armor_entity
|
||||
###### DLC 09 ######
|
||||
ENG_modern_armor_entity
|
||||
###### DLC 10 ######
|
||||
USA_modern_armor_entity
|
||||
###### DLC 25 ######
|
||||
GER_modern_sp_anti_air_brigade_0_entity
|
||||
JAP_modern_armor_entity
|
||||
###### DLC 31 ######
|
||||
BUL_democratic_modern_armor_entity
|
||||
GRE_democratic_modern_armor_entity
|
||||
TUR_democratic_modern_armor_entity
|
||||
BUL_communism_modern_armor_entity
|
||||
GRE_communism_modern_armor_entity
|
||||
TUR_communism_modern_armor_entity
|
||||
BUL_fascism_modern_armor_entity
|
||||
GRE_fascism_modern_armor_entity
|
||||
TUR_fascism_modern_armor_entity
|
||||
###### DLC 40 ######
|
||||
ARG_modern_armor_entity
|
||||
###### DLC 46 ######
|
||||
AFG_modern_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
amphibious_tank_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
GER_amphibious_armor_entity
|
||||
SOV_amphibious_armor_entity
|
||||
USA_amphibious_armor_entity
|
||||
ENG_amphibious_armor_entity
|
||||
###### DLC 23 ######
|
||||
JAP_amphibious_armor_entity
|
||||
amphibious_armor_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
land_cruiser_chassis = {
|
||||
pool = {
|
||||
models = {
|
||||
land_cruiser_entity
|
||||
###### DLC 40 ######
|
||||
ENG_land_cruiser_entity
|
||||
FRA_land_cruiser_entity
|
||||
GER_land_cruiser_entity
|
||||
GER_land_cruiser_alt_0_entity
|
||||
ITA_land_cruiser_entity
|
||||
SOV_land_cruiser_entity
|
||||
USA_land_cruiser_entity
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -379,28 +379,28 @@ if = {
|
||||
}
|
||||
icon = "gfx/interface/technologies/ger_imp_light_tank.dds"
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "三号坦克"
|
||||
type = medium_tank_chassis_1
|
||||
design_team = mio:TIX_daimler_benz_organization
|
||||
parent_version = 0
|
||||
modules = {
|
||||
main_armament_slot = tank_small_cannon_2
|
||||
turret_type_slot = tank_medium_three_man_tank_turret
|
||||
suspension_type_slot = tank_torsion_bar_suspension
|
||||
armor_type_slot = tank_welded_armor
|
||||
engine_type_slot = tank_diesel_engine
|
||||
special_type_slot_1 = tank_radio_1
|
||||
special_type_slot_2 = additional_machine_guns
|
||||
special_type_slot_3 = additional_machine_guns
|
||||
special_type_slot_4 = additional_machine_guns
|
||||
}
|
||||
upgrades = {
|
||||
tank_nsb_engine_upgrade = 4
|
||||
tank_nsb_armor_upgrade = 4
|
||||
}
|
||||
icon = "gfx/interface/technologies/ger_imp_main_tank.dds"
|
||||
}
|
||||
# create_equipment_variant = {
|
||||
# name = "三号坦克"
|
||||
# type = medium_tank_chassis_1
|
||||
# design_team = mio:TIX_daimler_benz_organization
|
||||
# parent_version = 0
|
||||
# modules = {
|
||||
# main_armament_slot = tank_small_cannon_2
|
||||
# turret_type_slot = tank_medium_three_man_tank_turret
|
||||
# suspension_type_slot = tank_torsion_bar_suspension
|
||||
# armor_type_slot = tank_welded_armor
|
||||
# engine_type_slot = tank_diesel_engine
|
||||
# special_type_slot_1 = tank_radio_1
|
||||
# special_type_slot_2 = additional_machine_guns
|
||||
# special_type_slot_3 = additional_machine_guns
|
||||
# special_type_slot_4 = additional_machine_guns
|
||||
# }
|
||||
# upgrades = {
|
||||
# tank_nsb_engine_upgrade = 4
|
||||
# tank_nsb_armor_upgrade = 4
|
||||
# }
|
||||
# icon = "gfx/interface/technologies/ger_imp_main_tank.dds"
|
||||
#}
|
||||
}
|
||||
if = {
|
||||
limit = { has_dlc = "Man the Guns" }
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
l_simp_chinese:
|
||||
gengxinshuoming_title2:0"1.91更新内容"
|
||||
gengxinshuoming_text2:"1.用AI创作并优化了以下路线的事件文案,后续将优化更多:铁血+北联+撒丁+白鹰的全部路线(皇家事件过少),鸢尾救国行动+提前选举的全路线。\n§C所有文案当做同人小说来看就好§!!由于钢4本身的性质和有些路线在当时做的时候就比较抽象,因此文案一长,角色出现OOC是很正常的事情。如果有过于令人不适的OOC情节出现,可以加群进行反馈提供改动建议。\n\n部分国家开局最下面的决议里有政治线路线指南。\nMOD交流群539127559。"
|
||||
gengxinshuoming_title2:0"1.92更新内容"
|
||||
gengxinshuoming_text2:"1.修复了各种BUG \n\n本MOD内95%的长文案由AI生成,§C所有文案当做同人小说来看就好§!!由于钢4本身的性质和有些路线在当时做的时候就比较抽象,因此文案一长,角色出现OOC是很正常的事情。如果有过于令人不适的OOC情节出现,可以加群进行反馈提供改动建议。\n部分国家开局最下面的决议里有政治线路线指南。\nMOD交流群539127559。"
|
||||
az_openstart_button_tooltip:0"打开碧蓝MOD开始界面"
|
||||
dancingxiaotiancheng_tooltip:0"§RDancing~§! §CDancing~§! §YNon Stop§! §Bmy§! §GDancing~§!"
|
||||
az_start_mainwindow_stratgame_btn_tooltip:0"§Y◆注意◆§!确认你已完成所有MOD设定,点击开始游戏后将§R无法更改§!任何设定§Y◆注意◆§!"
|
||||
|
||||
Reference in New Issue
Block a user