This commit is contained in:
@@ -37,6 +37,7 @@ equipments = {
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aluminium = 4
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rubber = 1
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}
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module_slots = {
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fixed_main_weapon_slot = {
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required = yes
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@@ -192,6 +193,96 @@ equipments = {
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}
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}
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module_count_limit = {
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module = guided_anti_ship_missile
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count < 2
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}
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module_count_limit = {
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module = fixed_explosive_charge
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count < 2
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}
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module_count_limit = {
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module = self_sealing_fuel_tanks_small
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count < 2
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}
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module_count_limit = {
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module = non_strategic_materials_small
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count < 2
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}
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module_count_limit = {
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module = drop_tanks
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count < 2
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}
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module_count_limit = {
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module = dive_brakes_small
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count < 2
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}
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module_count_limit = {
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module = torpedo_mounting
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count < 2
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}
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module_count_limit = {
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module = tank_buster_1
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count < 3
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}
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module_count_limit = {
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module = tank_buster_2
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count < 2
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}
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module_count_limit = {
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module = small_bomb_bay
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count < 3
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}
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module_count_limit = {
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module = floats #can't put floats on carrier planes, that would be silly
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count < 1
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}
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module_count_limit = {
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module = recon_camera
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count < 2
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}
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module_count_limit = {
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category = nav_bomber_weapon
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count < 2
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}
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module_count_limit = {
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category = plane_special_module_bomb_sights
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count < 2
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}
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module_count_limit = {
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category = plane_special_module_radio_navigation
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count < 2
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}
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module_count_limit = {
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category = plane_special_module_air_ground_radar
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count < 2
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}
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module_count_limit = {
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category = plane_special_module_air_air_radar
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count < 2
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}
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module_count_limit = {
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category = plane_special_module_defense_turret
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count < 2
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}
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default_modules = {
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fixed_main_weapon_slot = empty
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fixed_auxiliary_weapon_slot_1 = empty
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@@ -49,7 +49,7 @@ equipment_modules = {
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add_stats = {
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air_agility = -5
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weight = 3
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air_ground_attack = 15
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air_ground_attack = 12
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}
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}
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mission_type_stats = {
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,986 +0,0 @@
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####
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# ALGERIE
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####
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entity = {
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name = "YUW_heavy_cruiser_entity"
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pdxmesh = "algerie_heavy_cruiser_mesh"
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default_state = idle
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
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event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
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}
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state = { name = "move" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
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}
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state = { name = "attack" animation = "attack" animation_blend_time = 0.3
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { sound = { soundeffect = super_heavy_battleship_attack } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "defend" animation = "defend" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
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event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.3 type = big }
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hitmiss_effect = { time = 0.6 type = big }
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hitmiss_effect = { time = 0.8 type = big }
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}
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}
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state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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#event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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}
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state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
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#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes }
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#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
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#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
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event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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}
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state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.3 type = big }
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hitmiss_effect = { time = 0.6 type = big }
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hitmiss_effect = { time = 0.8 type = big }
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}
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}
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state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
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event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes }
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event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
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}
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scale = 2.0
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}
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####
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# BALTIMORE
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####
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entity = {
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name = "BYG_heavy_cruiser_entity"
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pdxmesh = "baltimore_heavy_cruiser_mesh"
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default_state = idle
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
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event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
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}
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state = { name = "move" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
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}
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state = { name = "attack" animation = "attack" animation_blend_time = 0.3
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { sound = { soundeffect = super_heavy_battleship_attack } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "defend" animation = "defend" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
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event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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#event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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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
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||||
#event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
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||||
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||||
game_data = {
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||||
hitmiss_effect = { time = 0.1 type = big }
|
||||
hitmiss_effect = { time = 0.3 type = big }
|
||||
hitmiss_effect = { time = 0.6 type = big }
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||||
hitmiss_effect = { time = 0.8 type = big }
|
||||
}
|
||||
}
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||||
|
||||
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 }}
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||||
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 }
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||||
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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||||
#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 }
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||||
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
||||
}
|
||||
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||||
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
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||||
#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 }
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||||
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||||
#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 }
|
||||
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||||
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
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||||
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
|
||||
}
|
||||
Reference in New Issue
Block a user