From 39e1bfbecf162d6255f79f0b6d22ab8c9683ca55 Mon Sep 17 00:00:00 2001 From: "actions[bot]" Date: Wed, 4 Sep 2024 16:01:06 +0000 Subject: [PATCH] 2024-09-04 16:01:06 --- .../units/equipment/az_jizaijianniang.txt | 91 ++ .../equipment/modules/az_plane_modules.txt | 2 +- src/gfx/entities/az_MTG_ships.asset | 1232 ----------------- .../entities/az_units_battleships_DLC.asset | 1002 -------------- .../az_units_heavy_cruisers_DLC.asset | 986 ------------- 5 files changed, 92 insertions(+), 3221 deletions(-) delete mode 100755 src/gfx/entities/az_MTG_ships.asset delete mode 100755 src/gfx/entities/az_units_battleships_DLC.asset delete mode 100755 src/gfx/entities/az_units_heavy_cruisers_DLC.asset diff --git a/src/common/units/equipment/az_jizaijianniang.txt b/src/common/units/equipment/az_jizaijianniang.txt index 6ba1051..eb8744f 100755 --- a/src/common/units/equipment/az_jizaijianniang.txt +++ b/src/common/units/equipment/az_jizaijianniang.txt @@ -37,6 +37,7 @@ equipments = { aluminium = 4 rubber = 1 } + module_slots = { fixed_main_weapon_slot = { required = yes @@ -191,6 +192,96 @@ equipments = { } } } + + module_count_limit = { + module = guided_anti_ship_missile + count < 2 + } + + module_count_limit = { + module = fixed_explosive_charge + count < 2 + } + + module_count_limit = { + module = self_sealing_fuel_tanks_small + count < 2 + } + + module_count_limit = { + module = non_strategic_materials_small + count < 2 + } + + module_count_limit = { + module = drop_tanks + count < 2 + } + + module_count_limit = { + module = dive_brakes_small + count < 2 + } + + module_count_limit = { + module = torpedo_mounting + count < 2 + } + + module_count_limit = { + module = tank_buster_1 + count < 3 + } + + module_count_limit = { + module = tank_buster_2 + count < 2 + } + + module_count_limit = { + module = small_bomb_bay + count < 3 + } + + module_count_limit = { + module = floats #can't put floats on carrier planes, that would be silly + count < 1 + } + + module_count_limit = { + module = recon_camera + count < 2 + } + + module_count_limit = { + category = nav_bomber_weapon + count < 2 + } + + module_count_limit = { + category = plane_special_module_bomb_sights + count < 2 + } + + module_count_limit = { + category = plane_special_module_radio_navigation + count < 2 + } + + module_count_limit = { + category = plane_special_module_air_ground_radar + count < 2 + } + + module_count_limit = { + category = plane_special_module_air_air_radar + count < 2 + } + + module_count_limit = { + category = plane_special_module_defense_turret + count < 2 + } default_modules = { fixed_main_weapon_slot = empty diff --git a/src/common/units/equipment/modules/az_plane_modules.txt b/src/common/units/equipment/modules/az_plane_modules.txt index 8111123..8f1de99 100755 --- a/src/common/units/equipment/modules/az_plane_modules.txt +++ b/src/common/units/equipment/modules/az_plane_modules.txt @@ -49,7 +49,7 @@ equipment_modules = { add_stats = { air_agility = -5 weight = 3 - air_ground_attack = 15 + air_ground_attack = 12 } } mission_type_stats = { diff --git a/src/gfx/entities/az_MTG_ships.asset b/src/gfx/entities/az_MTG_ships.asset deleted file mode 100755 index 1c44904..0000000 --- a/src/gfx/entities/az_MTG_ships.asset +++ /dev/null @@ -1,1232 +0,0 @@ -# generic_conversion_carrier -entity = { - name = "carrier_entity" - pdxmesh = "generic_carrier_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_carrier }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 chance = 1 looping = no - event = { time = 0 node = "explosion_death_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } - #event = { time = 2.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 3.2 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 2.8 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 3.1 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 3.0 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 1.5 node = "airplane_locator_6" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.8 node = "airplane_locator_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.6 node = "airplane_locator_8" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.5 node = "airplane_locator_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.9 node = "airplane_locator_10" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.7 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - state = { name = "death" animation = "death2" animation_blend_time = 0.3 chance = 1 looping = no - event = { time = 0 node = "explosion_death2_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } - #event = { time = 4.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 5.3 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 4.9 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 5.2 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - #event = { time = 5.1 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0.5 node = "airplane_locator_death2_6" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } - event = { time = 4.9 node = "airplane_locator_death2_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0.9 node = "airplane_locator_death2_8" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } - event = { time = 4.2 node = "airplane_locator_death2_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0.6 node = "airplane_locator_death2_10" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } - event = { time = 4.8 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.8 -} - -# ENG_battleship_nelson -entity = { - name = "HUJ_battleship_entity" - pdxmesh = "ENG_battleship_nelson_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.8 -} - -# ENG_destroyer_tribal -entity = { - name = "HUJ_destroyer_entity" - pdxmesh = "ENG_destroyer_tribal_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.0 -} - -# ENG_heavy_cruiser_county -entity = { - name = "HUJ_heavy_cruiser_entity" - pdxmesh = "ENG_heavy_cruiser_county_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.1 -} -# ENG_light_cruiser_leander -entity = { - name = "HUJ_light_cruiser_entity" - pdxmesh = "ENG_light_cruiser_leander_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.1 -} - -# USA_battleship_new_mexico -entity = { - name = "BYG_battleship_entity" - pdxmesh = "USA_battleship_new_mexico_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.1 -} - -# USA_destroyer_fletcher -entity = { - name = "BYG_destroyer_entity" - pdxmesh = "USA_destroyer_fletcher_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.1 -} - -# USA_light_cruiser_brooklyn -entity = { - name = "BYG_light_cruiser_entity" - pdxmesh = "USA_light_cruiser_brooklyn_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.1 -} - -# USA_heavy_cruiser_pensacola -entity = { - name = "BYG_heavy_cruiser_entity" - pdxmesh = "USA_heavy_cruiser_pensacola_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - - scale = 2.7 -} \ No newline at end of file diff --git a/src/gfx/entities/az_units_battleships_DLC.asset b/src/gfx/entities/az_units_battleships_DLC.asset deleted file mode 100755 index 72e25c6..0000000 --- a/src/gfx/entities/az_units_battleships_DLC.asset +++ /dev/null @@ -1,1002 +0,0 @@ -#### -# BISMARCK -#### - -entity = { - name = "TIX_battleship_entity" - pdxmesh = "bismarck_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 1 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.3 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.45 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# KING GEORGE V -#### - -entity = { - name = "HUJ_battleship_entity" - pdxmesh = "king_george_v_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 1 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.6 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.3 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.45 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# LITTORIO -#### - -entity = { - name = "SAD_battleship_entity" - pdxmesh = "littorio_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 1.3 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.15 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.6 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.3 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.45 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# MISSOURI -#### - -entity = { - name = "BYG_battleship_entity" - pdxmesh = "missouri_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 1.3 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.45 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.3 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# RICHELIEU -#### - -entity = { - name = "YUW_battleship_entity" - pdxmesh = "richelieu_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - # - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# SOYUZ -#### - -entity = { - name = "BFL_battleship_entity" - pdxmesh = "soyuz_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.1 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.1 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# YAMATO -#### - -entity = { - name = "CHY_battleship_entity" - pdxmesh = "yamato_battleship_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_05_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_05_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 3.0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 5.0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 5.0 node="hit_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} \ No newline at end of file diff --git a/src/gfx/entities/az_units_heavy_cruisers_DLC.asset b/src/gfx/entities/az_units_heavy_cruisers_DLC.asset deleted file mode 100755 index a19cb2c..0000000 --- a/src/gfx/entities/az_units_heavy_cruisers_DLC.asset +++ /dev/null @@ -1,986 +0,0 @@ -#### -# ALGERIE -#### - -entity = { - name = "YUW_heavy_cruiser_entity" - pdxmesh = "algerie_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# BALTIMORE -#### - -entity = { - name = "BYG_heavy_cruiser_entity" - pdxmesh = "baltimore_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.8 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# EXETER -#### - -entity = { - name = "HUJ_heavy_cruiser_entity" - pdxmesh = "exeter_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} -#### -# KIROV -#### - -entity = { - name = "BFL_heavy_cruiser_entity" - pdxmesh = "kirov_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 1.2 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# MOGAMI -#### - -entity = { - name = "CHY_heavy_cruiser_entity" - pdxmesh = "mogami_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.15 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_05_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.15 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.15 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="turret_05_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# PRINZ_EUGEN -#### - -entity = { - name = "TIX_heavy_cruiser_entity" - pdxmesh = "prinz_eugen_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} - -#### -# TRIESTE -#### - -entity = { - name = "SAD_heavy_cruiser_entity" - pdxmesh = "trieste_heavy_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = super_heavy_battleship_attack } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.45 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.45 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } - #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.2 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - - - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.45 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.45 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.6 type = big } - hitmiss_effect = { time = 0.8 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - scale = 2.0 -} \ No newline at end of file