2025-04-14 04:00:59

This commit is contained in:
actions[bot]
2025-04-14 04:00:59 +00:00
parent 15f70910b8
commit bc6cbd5fe9
35 changed files with 18315 additions and 7528 deletions

View File

@@ -832,4 +832,676 @@ BFL_medium_tank_anti_air = {
easy_maintenance
}
}
}
BFL_heavy_tanks = {
category = land
blocked_for = {}
available_for = { BFL }
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
}
}
}
BFL_heavy_tank_destroyers = {
category = land
blocked_for = {}
available_for = { BFL }
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
}
}
}
BFL_heavy_tank_artillery = {
category = land
blocked_for = {}
available_for = {BFL}
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
}
}
}
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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -113,6 +113,8 @@ allow_release_nations = {
}
}
allow_licensing = {
name = "RULE_ALLOW_LICENSING"
group = "RULE_GROUP_GENERAL_FOREIGN_POLICY"

View File

@@ -340,7 +340,7 @@ ideas = {
}
}
TIX_zjh = {
picture = idea_generic_coastal_navy
picture = generic_coastal_navy
allowed_civil_war = {
always = yes

File diff suppressed because it is too large Load Diff

View 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
}
}

View 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
}
}

View 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
}
}

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####################################################### 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
}

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####################################################### 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
}

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####################################################### 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
}
}

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####################################################### 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
}

File diff suppressed because it is too large Load Diff

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@@ -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
}
}
}
}

View 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
}
}
}
}

View 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"
}
}
}
}

View 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 = {
}
}
}
}

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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)
}
}
}
}

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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
}
}
}
}

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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)
}
}
}
}

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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)
}
}
}
}

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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)
}
}
}
}

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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
}
}
}
}

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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
}
}
}
}

View 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
}
}
}
}

View File

@@ -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" }

View File

@@ -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◆§!"