2024-06-26 19:00:16
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src/gfx/HOI4_icon.bmp
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src/gfx/HUJ_democratic.tga
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src/gfx/aces/ace_m_0.dds
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src/gfx/aces/asian_ace_m_0.dds
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src/gfx/aces/asian_ace_m_1.dds
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src/gfx/aces/eastern_european_ace_m_2.dds
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src/gfx/aces/western_european_ace_m_0.dds
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src/gfx/aces/western_european_ace_m_1.dds
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src/gfx/dingzhen.png
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src/gfx/entities/ATUP_tanks.gfx
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||||
objectTypes = {
|
||||
pdxmesh = {
|
||||
name = "GER_heavy_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_heavy_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_heavy_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_heavy_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_heavy_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_heavy_tank_destroyer_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_heavy_tank_destroyer_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_heavy_tank_destroyer_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_heavy_tank_destroyer_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_heavy_tank_destroyer_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_heavy_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_heavy_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_heavy_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_heavy_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_heavy_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_heavy_tank_destroyer_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_heavy_tank_destroyer_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_heavy_tank_destroyer_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_heavy_tank_destroyer_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_heavy_tank_destroyer_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_light_tank_aa_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_tank_aa_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_tank_aa_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_tank_aa_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_tank_aa_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_light_tank_artillery_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_tank_artillery_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_tank_artillery_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_tank_artillery_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_tank_artillery_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_light_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_light_tank_destroyer_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_tank_destroyer_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_tank_destroyer_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_tank_destroyer_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_tank_destroyer_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_light_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_aa_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_aa_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_aa_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_aa_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_aa_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_aa_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_aa_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_aa_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_aa_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_aa_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_aa_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_aa_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_aa_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_aa_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_aa_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_artillery_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_artillery_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_artillery_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_artillery_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_artillery_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_artillery_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_artillery_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_artillery_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_artillery_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_artillery_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_destroyer_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_destroyer_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_destroyer_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_destroyer_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_destroyer_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_medium_tank_destroyer_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_tank_destroyer_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_tank_destroyer_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_tank_destroyer_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_tank_destroyer_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "GER_modern_tank_aa_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_modern_tank_aa_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_modern_tank_aa_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_modern_tank_aa_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_modern_tank_aa_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_heavy_tank_2_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_heavy_tank_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_heavy_tank_2_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_heavy_tank_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_heavy_tank_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_heavy_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_heavy_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_heavy_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_heavy_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_heavy_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_light_tank_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_light_tank_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_light_tank_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_light_tank_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_light_tank_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_light_tank_destroyer_0_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_light_tank_destroyer_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_light_tank_destroyer_0_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_light_tank_destroyer_0_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_light_tank_destroyer_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_light_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_light_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_light_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_light_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_light_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_mechanized_equipment_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_mechanized_equipment_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_mechanized_equipment_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_mechanized_equipment_1_moving_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_medium_tank_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_medium_tank_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_medium_tank_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_medium_tank_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_medium_tank_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_medium_tank_aa_2_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_medium_tank_aa_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_medium_tank_aa_2_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_medium_tank_aa_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_medium_tank_aa_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_medium_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_medium_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_medium_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_medium_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_medium_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_medium_tank_artillery_2_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_medium_tank_artillery_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_medium_tank_artillery_2_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_medium_tank_artillery_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_medium_tank_artillery_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_medium_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_medium_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_medium_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_medium_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_medium_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "ITA_medium_tank_destroyer_2_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_medium_tank_destroyer_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ITA_medium_tank_destroyer_2_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_medium_tank_destroyer_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ITA_medium_tank_destroyer_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_heavy_tank_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_heavy_tank_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_heavy_tank_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_heavy_tank_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_heavy_tank_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_heavy_tank_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_heavy_tank_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_heavy_tank_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_heavy_tank_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_heavy_tank_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_heavy_tank_artillery_0_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_heavy_tank_artillery_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_heavy_tank_artillery_0_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_heavy_tank_artillery_0_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_heavy_tank_artillery_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_heavy_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_heavy_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_heavy_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_heavy_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_heavy_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_heavy_tank_destroyer_0_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_heavy_tank_destroyer_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_heavy_tank_destroyer_0_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_heavy_tank_destroyer_0_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_heavy_tank_destroyer_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_heavy_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_heavy_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_heavy_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_heavy_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_heavy_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_light_tank_0_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_light_tank_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_light_tank_0_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_light_tank_0_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_light_tank_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_light_tank_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_light_tank_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_light_tank_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_light_tank_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_light_tank_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_light_tank_aa_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_light_tank_aa_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_light_tank_aa_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_light_tank_aa_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_light_tank_aa_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_light_tank_aa_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_light_tank_aa_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_light_tank_aa_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_light_tank_aa_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_light_tank_aa_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_light_tank_artillery_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_light_tank_artillery_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_light_tank_artillery_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_light_tank_artillery_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_light_tank_artillery_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_light_tank_destroyer_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_light_tank_destroyer_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_light_tank_destroyer_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_light_tank_destroyer_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_light_tank_destroyer_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_mechanized_equipment_0_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_mechanized_equipment_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_mechanized_equipment_0_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_mechanized_equipment_0_moving_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_artillery_0_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_artillery_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_artillery_0_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_artillery_0_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_artillery_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_artillery_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_artillery_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_artillery_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_artillery_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_artillery_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_artillery_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_artillery_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_artillery_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_artillery_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_artillery_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_destroyer_0_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_destroyer_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_destroyer_0_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_destroyer_0_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_destroyer_0_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_destroyer_1_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_destroyer_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_destroyer_1_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_destroyer_1_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_destroyer_1_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_medium_tank_destroyer_2_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_medium_tank_destroyer_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_medium_tank_destroyer_2_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_medium_tank_destroyer_2_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_medium_tank_destroyer_2_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_modern_armor_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_modern_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_modern_armor_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_modern_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_modern_armor_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "JAP_super_heavy_tank_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_super_heavy_tank.mesh"
|
||||
|
||||
animation = { id = "idle" type = "JAP_super_heavy_tank_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_super_heavy_tank_moving_animation" }
|
||||
animation = { id = "attack" type = "JAP_super_heavy_tank_attack_animation" }
|
||||
}
|
||||
}
|
||||
99
src/gfx/entities/_british_tanks_DLC.gfx
Executable file
@@ -0,0 +1,99 @@
|
||||
objectTypes = {
|
||||
|
||||
##########################
|
||||
# Matilda (ENG_light_armor_1)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_light_armor_1_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_light_armor_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_light_armor_1_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_light_armor_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_light_armor_1_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Valentine (ENG_light_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_light_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_light_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_light_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_light_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_light_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Cromwell (ENG_medium_armor_1)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_medium_armor_1_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_medium_armor_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_medium_armor_1_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_medium_armor_1_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_medium_armor_1_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Vickers (ENG_heavy_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_heavy_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_heavy_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_heavy_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_heavy_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_heavy_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Comet I (A34) (ENG_medium_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_medium_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_medium_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_medium_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_medium_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_medium_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Black Prince (ENG_heavy_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_heavy_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_heavy_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_heavy_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_heavy_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_heavy_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Tortoise (ENG_super_heavy_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_super_heavy_armor_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_super_heavy_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_super_heavy_armor_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_super_heavy_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_super_heavy_armor_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Centurion (ENG_modern_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_modern_armor_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_modern_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_modern_armor_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_modern_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_modern_armor_attack_animation" }
|
||||
}
|
||||
|
||||
}
|
||||
99
src/gfx/entities/_french_tanks_DLC.gfx
Executable file
@@ -0,0 +1,99 @@
|
||||
objectTypes = {
|
||||
|
||||
##########################
|
||||
# H35 (FRA_light_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_light_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_light_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_light_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_light_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_light_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX 12 (FRA_light_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_light_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_light_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_light_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_light_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_light_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# S35 (FRA_medium_armor_1)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_medium_armor_1_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_medium_armor_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_medium_armor_1_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_medium_armor_1_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_medium_armor_1_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# Sarl 42 (FRA_medium_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_medium_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_medium_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_medium_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_medium_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_medium_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ARL 44 (FRA_heavy_armor_1)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_heavy_armor_1_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_heavy_armor_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_heavy_armor_1_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_heavy_armor_1_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_heavy_armor_1_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX-M4 (FRA_heavy_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_heavy_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_heavy_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_heavy_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_heavy_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_heavy_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FCM-F1 (FRA_super_heavy_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_super_heavy_armor_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_super_heavy_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_super_heavy_armor_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_super_heavy_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_super_heavy_armor_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX 50t (FRA_modern_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_modern_armor_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_modern_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_modern_armor_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_modern_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_modern_armor_attack_animation" }
|
||||
}
|
||||
|
||||
}
|
||||
100
src/gfx/entities/_german_tanks_DLC.gfx
Executable file
@@ -0,0 +1,100 @@
|
||||
objectTypes = {
|
||||
|
||||
##########################
|
||||
# PANZER I (GER_light_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_light_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# LEOPARD VK1602 (GER_light_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_light_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_light_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_light_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_light_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_light_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# PANZER III (GER_medium_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_medium_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# PANTHER (GER_medium_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_medium_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_medium_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_medium_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_medium_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_medium_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# GROSSTRAKTOR (GER_heavy_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_heavy_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/GER_heavy_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_heavy_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "GER_heavy_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_heavy_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# KING TIGER (GER_heavy_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_heavy_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/GER_heavy_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_heavy_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "GER_heavy_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_heavy_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# MAUS (GER_super_heavy_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_super_heavy_armor_mesh"
|
||||
file = "gfx/models/units/tanks/GER_super_heavy_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_super_heavy_armor_idle_animation" }
|
||||
animation = { id = "move" type = "GER_super_heavy_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "GER_super_heavy_armor_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# E-50 (GER_modern_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "GER_modern_armor_mesh"
|
||||
file = "gfx/models/units/tanks/GER_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "GER_tank_heavy_moving_animation" }
|
||||
animation = { id = "death" type = "GER_tank_heavy_death_animation" }
|
||||
}
|
||||
|
||||
}
|
||||
120
src/gfx/entities/_heavy_cruisers_DLC.gfx
Executable file
@@ -0,0 +1,120 @@
|
||||
objectTypes = {
|
||||
|
||||
####
|
||||
# algerie
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "algerie_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/algerie_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "algerie_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "algerie_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "algerie_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "algerie_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "algerie_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "algerie_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
####
|
||||
# baltimore
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "baltimore_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/baltimore_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "baltimore_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "baltimore_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "baltimore_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "baltimore_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "baltimore_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "baltimore_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# exeter
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "exeter_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/exeter_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "exeter_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "exeter_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "exeter_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "exeter_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "exeter_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "exeter_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# kirov
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "kirov_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/kirov_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "kirov_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "kirov_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "kirov_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "kirov_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "kirov_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "kirov_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
|
||||
####
|
||||
# mogami
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "mogami_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/mogami_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "mogami_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "mogami_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "mogami_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "mogami_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "mogami_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "mogami_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
####
|
||||
# prinz_eugen
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "prinz_eugen_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/prinz_eugen_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "prinz_eugen_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "prinz_eugen_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "prinz_eugen_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "prinz_eugen_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "prinz_eugen_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "prinz_eugen_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# trieste
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "trieste_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/trieste_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "trieste_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "trieste_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "trieste_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "trieste_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "trieste_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "trieste_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
98
src/gfx/entities/_soviet_tanks_DLC.gfx
Executable file
@@ -0,0 +1,98 @@
|
||||
objectTypes = {
|
||||
|
||||
##########################
|
||||
# T-26 (SOV_light_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_light_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_light_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_light_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_light_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_light_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-60 (SOV_light_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_light_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_light_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_light_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_light_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_light_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# A-32 (SOV_medium_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_medium_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_medium_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_medium_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_medium_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_medium_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-44 (SOV_medium_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_medium_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_medium_armor_2.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_medium_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_medium_armor_2_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_medium_armor_2_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-35 (SOV_heavy_armor_0)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_heavy_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_heavy_armor_0.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_heavy_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_heavy_armor_0_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_heavy_armor_0_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# IS-2 (SOV_heavy_armor_2)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_heavy_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_heavy_armor_1.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_heavy_armor_1_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_heavy_armor_1_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_heavy_armor_1_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# IS-7 (SOV_super_heavy_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_super_heavy_armor_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_super_heavy_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_super_heavy_armor_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_super_heavy_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_super_heavy_armor_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-54 (SOV_modern_armor)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_modern_armor_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_modern_armor.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_modern_armor_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_modern_armor_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_modern_armor_attack_animation" }
|
||||
}
|
||||
}
|
||||
106
src/gfx/entities/_us_tanks_DLC.gfx
Executable file
@@ -0,0 +1,106 @@
|
||||
objectTypes = {
|
||||
|
||||
##################
|
||||
# M2 Light (USA_light_armor_0)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_light_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/USA_light_armor_0.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_light_armor_0_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_light_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "USA_light_armor_0_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# M24 Chaffee (USA_light_armor_2)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_light_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/USA_light_armor_2.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_light_armor_2_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_light_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "USA_light_armor_2_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# M3 Lee (USA_medium_armor_0)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_medium_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/USA_medium_armor_0.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_medium_armor_0_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_medium_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "USA_medium_armor_0_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# T20 (USA_medium_armor_2)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_medium_armor_2_mesh"
|
||||
file = "gfx/models/units/tanks/USA_medium_armor_2.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_medium_armor_2_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_medium_armor_2_idle_animation" }
|
||||
animation = { id = "move" type = "USA_medium_armor_2_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# T1 Heavy (USA_heavy_armor_0)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_heavy_armor_0_mesh"
|
||||
file = "gfx/models/units/tanks/USA_heavy_armor_0.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_heavy_armor_0_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_heavy_armor_0_idle_animation" }
|
||||
animation = { id = "move" type = "USA_heavy_armor_0_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# M6A1 (USA_heavy_armor_1)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_heavy_armor_1_mesh"
|
||||
file = "gfx/models/units/tanks/USA_heavy_armor_1.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_heavy_armor_1_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_heavy_armor_1_idle_animation" }
|
||||
animation = { id = "move" type = "USA_heavy_armor_1_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# T95 (USA_super_heavy_armor)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_super_heavy_armor_mesh"
|
||||
file = "gfx/models/units/tanks/USA_super_heavy_armor.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_super_heavy_armor_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_super_heavy_armor_idle_animation" }
|
||||
animation = { id = "move" type = "USA_super_heavy_armor_moving_animation" }
|
||||
|
||||
}
|
||||
|
||||
##################
|
||||
# Patton (USA_modern_armor)
|
||||
##################
|
||||
pdxmesh = {
|
||||
name = "USA_modern_armor_mesh"
|
||||
file = "gfx/models/units/tanks/USA_modern_armor.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_modern_armor_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_modern_armor_idle_animation" }
|
||||
animation = { id = "move" type = "USA_modern_armor_moving_animation" }
|
||||
|
||||
}
|
||||
}
|
||||
592
src/gfx/entities/allied_armor_pack_meshes.gfx
Executable file
@@ -0,0 +1,592 @@
|
||||
objectTypes = {
|
||||
|
||||
#############################################################################
|
||||
# #
|
||||
# ENGLAND #
|
||||
# #
|
||||
#############################################################################
|
||||
|
||||
##########################
|
||||
# ENG_Archer (ENG_advanced_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_advanced_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_advanced_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_advanced_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_advanced_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_advanced_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ENG_Deacon (ENG_basic_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_basic_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_basic_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_basic_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_basic_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_basic_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ENG_Bishop (ENG_advanced_light_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_advanced_light_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_advanced_light_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_advanced_light_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_advanced_light_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_advanced_light_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ENG_Churchill_AVRE (ENG_improved_heavy_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_improved_heavy_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_improved_heavy_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_improved_heavy_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_improved_heavy_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_improved_heavy_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ENG_Sexton (ENG_advanced_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_advanced_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_advanced_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_advanced_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_advanced_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_advanced_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ENG_Crusader_AA_I (ENG_basic_medium_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_basic_medium_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_basic_medium_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_basic_medium_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_basic_medium_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_basic_medium_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# ENG_Crusader_AA_II (ENG_improved_medium_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "ENG_improved_medium_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_improved_medium_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_improved_medium_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_improved_medium_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "ENG_improved_medium_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#############################################################################
|
||||
# #
|
||||
# FRANCE #
|
||||
# #
|
||||
#############################################################################
|
||||
|
||||
##########################
|
||||
# FRA_Laffly_W15_TCC (FRA_basic_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_basic_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_basic_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_basic_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_basic_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_basic_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_Renault_UE_57 (FRA_advanced_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_advanced_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_advanced_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_advanced_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_advanced_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_advanced_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_Somua_SAu_40 (FRA_improved_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_improved_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_improved_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_improved_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_improved_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_improved_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_AMR_35_ZT-3 (FRA_improved_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_improved_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_improved_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_improved_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_improved_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_improved_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_ARL_V39 (FRA_basic_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_basic_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_basic_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_basic_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_basic_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_basic_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_F3_155_mm (FRA_advanced_light_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_advanced_light_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_advanced_light_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_advanced_light_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_advanced_light_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_advanced_light_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_AMX_13_105_AM (FRA_improved_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_improved_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_improved_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_improved_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_improved_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_improved_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# FRA_Canon_de_194_mle_GPF (FRA_basic_heavy_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "FRA_basic_heavy_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_basic_heavy_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "FRA_basic_heavy_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_basic_heavy_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "FRA_basic_heavy_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#############################################################################
|
||||
# #
|
||||
# SOVIET UNION #
|
||||
# #
|
||||
#############################################################################
|
||||
|
||||
##########################
|
||||
# SOV_AT_1 (SOV_basic_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_basic_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_basic_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_basic_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_basic_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_basic_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_5 (SOV_improved_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_improved_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_improved_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_improved_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_improved_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_improved_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_85 (SOV_improved_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_improved_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_improved_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_improved_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_improved_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_improved_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_100 (SOV_advanced_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_advanced_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_advanced_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_advanced_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_advanced_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_advanced_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_ISU_122 (SOV_advanced_heavy_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_advanced_heavy_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_advanced_heavy_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_advanced_heavy_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_advanced_heavy_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_advanced_heavy_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_ZiS_30 (SOV_advanced_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_advanced_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_advanced_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_advanced_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_advanced_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_advanced_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_26 (SOV_improved_light_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_improved_light_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_improved_light_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_improved_light_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_improved_light_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_improved_light_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_76 (SOV_advanced_light_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_advanced_light_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_advanced_light_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_advanced_light_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_advanced_light_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_advanced_light_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_122 (SOV_improved_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_improved_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_improved_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_improved_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_improved_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_improved_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_ISU_152 (SOV_advanced_heavy_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_advanced_heavy_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_advanced_heavy_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_advanced_heavy_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_advanced_heavy_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_advanced_heavy_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_SU_14 (SOV_basic_heavy_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_basic_heavy_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_basic_heavy_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_basic_heavy_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_basic_heavy_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_basic_heavy_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_ZSU_37 (SOV_basic_medium_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_basic_medium_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_basic_medium_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_basic_medium_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_basic_medium_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_basic_medium_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# SOV_ZSU_57 (SOV_advanced_medium_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "SOV_advanced_medium_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_advanced_medium_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_advanced_medium_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_advanced_medium_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "SOV_advanced_medium_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#############################################################################
|
||||
# #
|
||||
# UNITED STATES OF AMERICA #
|
||||
# #
|
||||
#############################################################################
|
||||
|
||||
##########################
|
||||
# USA_M10 (USA_basic_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_basic_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_basic_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_basic_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_basic_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_basic_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
|
||||
|
||||
##########################
|
||||
# USA_M18 (USA_improved_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
|
||||
|
||||
##########################
|
||||
# USA_M36 (USA_advanced_medium_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_advanced_medium_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_advanced_medium_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_advanced_medium_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_advanced_medium_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_advanced_medium_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M3_GMC (USA_improved_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_T48_GMC (USA_advanced_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_advanced_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_advanced_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_advanced_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_advanced_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_advanced_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M6_GMC (USA_basic_light_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_basic_light_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_basic_light_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_basic_light_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_basic_light_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_basic_light_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M9_GMC (USA_basic_heavy_tank_destroyer)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_basic_heavy_tank_destroyer_mesh"
|
||||
file = "gfx/models/units/tanks/USA_basic_heavy_tank_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_basic_heavy_tank_destroyer_idle_animation" }
|
||||
animation = { id = "move" type = "USA_basic_heavy_tank_destroyer_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_basic_heavy_tank_destroyer_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_T30_HMC (USA_basic_light_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_basic_light_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/USA_basic_light_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_basic_light_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "USA_basic_light_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_basic_light_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M7 (USA_basic_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_basic_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/USA_basic_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_basic_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "USA_basic_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_basic_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M8 (USA_improved_light_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_light_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_light_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_light_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_light_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_light_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M12_HMC (USA_improved_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M40_GMC (USA_advanced_medium_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_advanced_medium_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/USA_advanced_medium_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_advanced_medium_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "USA_advanced_medium_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_advanced_medium_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M43_HMC (USA_improved_heavy_tank_artillery)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_heavy_tank_artillery_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_heavy_tank_artillery.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_heavy_tank_artillery_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_heavy_tank_artillery_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_heavy_tank_artillery_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M16_MGMC (USA_improved_medium_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_medium_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_medium_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_medium_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_medium_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_medium_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M13/14_MGMC (USA_improved_light_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_improved_light_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/USA_improved_light_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_improved_light_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "USA_improved_light_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_improved_light_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M15_MGMC (USA_basic_medium_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_basic_medium_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/USA_basic_medium_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_basic_medium_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "USA_basic_medium_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_basic_medium_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
##########################
|
||||
# USA_M19_MGMC (USA_advanced_light_tank_aa)
|
||||
##########################
|
||||
pdxmesh = {
|
||||
name = "USA_advanced_light_tank_aa_mesh"
|
||||
file = "gfx/models/units/tanks/USA_advanced_light_tank_aa.mesh"
|
||||
|
||||
animation = { id = "idle" type = "USA_advanced_light_tank_aa_idle_animation" }
|
||||
animation = { id = "move" type = "USA_advanced_light_tank_aa_moving_animation" }
|
||||
animation = { id = "attack" type = "USA_advanced_light_tank_aa_attack_animation" }
|
||||
}
|
||||
|
||||
}
|
||||
2323
src/gfx/entities/az_ATUP_tanks.asset
Executable file
147
src/gfx/entities/az_MTG_planes.asset
Executable file
@@ -0,0 +1,147 @@
|
||||
# MEX_light_plane_spartan_8w_zeus_mesh
|
||||
entity = {
|
||||
name = "MEX_light_plane_entity"
|
||||
pdxmesh = "MEX_light_plane_spartan_8w_zeus_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.13
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "MEX_medium_plane_entity"
|
||||
pdxmesh = "MEX_heavy_plane_azcarate_oe1_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "MEX_heavy_plane_entity"
|
||||
pdxmesh = "MEX_heavy_plane_azcarate_oe1_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.14
|
||||
}
|
||||
|
||||
# HOL_light_plane_fokker_d_xxi_mesh
|
||||
entity = {
|
||||
name = "HOL_light_plane_entity"
|
||||
pdxmesh = "HOL_light_plane_fokker_d_xxi_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.12
|
||||
}
|
||||
|
||||
# HOL_heavy_plane_fokker_tv
|
||||
entity = {
|
||||
name = "HOL_medium_plane_entity"
|
||||
pdxmesh = "HOL_heavy_plane_fokker_tv_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
#event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.176
|
||||
}
|
||||
entity = {
|
||||
name = "HOL_heavy_plane_entity"
|
||||
pdxmesh = "HOL_heavy_plane_fokker_tv_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
#event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
1232
src/gfx/entities/az_MTG_ships.asset
Executable file
563
src/gfx/entities/az_MTG_tanks.asset
Executable file
@@ -0,0 +1,563 @@
|
||||
#light_tank_destroyer_brigade
|
||||
#light_sp_anti_air_brigade
|
||||
#light_sp_artillery_brigade
|
||||
#modern_armor
|
||||
|
||||
entity = {
|
||||
name = "amphibious_mechanized_entity"
|
||||
pdxmesh = "generic_amphibious_mechanized_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "attack" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "HUJ_amphibious_armor_entity"
|
||||
pdxmesh = "ENG_amphibious_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "HUJ_amphibious_mechanized_entity"
|
||||
pdxmesh = "motorized_frame_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "naval_attack" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "naval_move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
scale = 1.0
|
||||
|
||||
attach = { name = "vehicle" vehicle = "ENG_amphibious_mechanized_vehicle_entity" }
|
||||
attach = { name = "infantry" infantry = "commonwealth_gfx_vehicle_infantry_rifle_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "HUJ_amphibious_mechanized_vehicle_entity"
|
||||
pdxmesh = "ENG_amphibious_mechanized_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "naval_attack" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "support_attack" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "TIX_amphibious_armor_entity"
|
||||
pdxmesh = "GER_amphibious_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="front_moving_water_effect1" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="front_moving_water_effect2" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="front_moving_water_effect1" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="front_moving_water_effect2" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.55
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "TIX_amphibious_mechanized_entity"
|
||||
pdxmesh = "motorized_frame_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "naval_attack" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "naval_move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1.0
|
||||
|
||||
attach = { name = "vehicle" vehicle = "GER_amphibious_mechanized_vehicle_entity" }
|
||||
attach = { name = "infantry" infantry = "GER_vehicle_infantry_rifle_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "TIX_amphibious_mechanized_vehicle_entity"
|
||||
pdxmesh = "GER_amphibious_mechanized_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "naval_attack" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "support_attack" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BFL_amphibious_armor_entity"
|
||||
pdxmesh = "SOV_amphibious_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BYG_amphibious_mechanized_entity"
|
||||
pdxmesh = "USA_amphibious_mechanized_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "attack" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "amphibious_armor_entity"
|
||||
pdxmesh = "USA_amphibious_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "CHY_amphibious_armor_entity"
|
||||
pdxmesh = "JAP_amphibious_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "CHY_amphibious_mechanized_entity"
|
||||
pdxmesh = "JAP_amphibious_mechanized_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "naval_move" animation = "amphibious_move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "naval_attack" animation = "amphibious_attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle" keep_particle = yes trigger_once = yes }
|
||||
event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_mechanized_units_mg_fire" } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
2103
src/gfx/entities/az_allied_armor_pack_units.asset
Executable file
121
src/gfx/entities/az_infantry.gfx
Executable file
@@ -0,0 +1,121 @@
|
||||
objectTypes = {
|
||||
pdxmesh = {
|
||||
name = "SIR_infantry_rifle_mesh"
|
||||
file = "gfx/models/units/SIR_infantry.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_infantry_rifle_idle_animation" }
|
||||
animation = { id = "attack" type = "GER_infantry_rifle_attack_animation" }
|
||||
animation = { id = "support_attack" type = "GER_infantry_rifle_support_attack_animation" }
|
||||
animation = { id = "charge_rifle" type = "GER_infantry_rifle_charge_animation" }
|
||||
animation = { id = "charge_rifle_shoot" type = "GER_infantry_rifle_charge_shoot_animation" }
|
||||
animation = { id = "move" type = "GER_infantry_rifle_moving_animation" }
|
||||
animation = { id = "march_move" type = "GER_infantry_rifle_march_animation" }
|
||||
animation = { id = "retreat" type = "GER_infantry_rifle_retreat_animation" }
|
||||
animation = { id = "death" type = "GER_infantry_rifle_death_animation" }
|
||||
animation = { id = "long_idle01" type = "GER_infantry_rifle_long_idle_01_animation" }
|
||||
animation = { id = "long_idle02" type = "GER_infantry_rifle_long_idle_02_animation" }
|
||||
animation = { id = "long_idle03" type = "GER_infantry_rifle_long_idle_03_animation" }
|
||||
animation = { id = "long_idle04" type = "GER_infantry_rifle_long_idle_04_animation" }
|
||||
animation = { id = "long_idle05" type = "GER_infantry_rifle_long_idle_05_animation" }
|
||||
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
|
||||
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
|
||||
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
|
||||
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
|
||||
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
|
||||
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
|
||||
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SIR_infantry_mg_mesh"
|
||||
file = "gfx/models/units/SIR_infantry.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_infantry_mg_idle_animation" }
|
||||
animation = { id = "attack" type = "GER_infantry_mg_attack_animation" }
|
||||
animation = { id = "support_attack" type = "GER_infantry_mg_support_attack_animation" }
|
||||
animation = { id = "charge_mg" type = "GER_infantry_mg_charge_animation" }
|
||||
animation = { id = "charge_mg_shoot" type = "GER_infantry_mg_charge_shoot_animation" }
|
||||
animation = { id = "move" type = "GER_infantry_mg_moving_animation" }
|
||||
animation = { id = "march_move" type = "GER_infantry_mg_march_animation" }
|
||||
animation = { id = "retreat" type = "GER_infantry_mg_retreat_animation" }
|
||||
animation = { id = "death" type = "GER_infantry_mg_death_animation" }
|
||||
animation = { id = "long_idle01" type = "GER_infantry_mg_long_idle_01_animation" }
|
||||
animation = { id = "long_idle02" type = "GER_infantry_mg_long_idle_02_animation" }
|
||||
animation = { id = "long_idle03" type = "GER_infantry_mg_long_idle_03_animation" }
|
||||
animation = { id = "long_idle04" type = "GER_infantry_mg_long_idle_04_animation" }
|
||||
animation = { id = "long_idle05" type = "GER_infantry_mg_long_idle_05_animation" }
|
||||
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_mg_idle_animation" }
|
||||
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_mg_moving_animation" }
|
||||
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
|
||||
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
|
||||
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
|
||||
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
|
||||
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_mg_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SIR_infantry_weapon_rifle_mesh"
|
||||
file = "gfx/models/units/ITA_infantry_weapon_m1891_rifle.mesh"
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SIR_infantry_weapon_mg_mesh"
|
||||
file = "gfx/models/units/ITA_infantry_weapon_beretta_mg.mesh"
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "DOH_infantry_rifle_mesh"
|
||||
file = "gfx/models/units/DOH_infantry.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_infantry_rifle_idle_animation" }
|
||||
animation = { id = "attack" type = "GER_infantry_rifle_attack_animation" }
|
||||
animation = { id = "support_attack" type = "GER_infantry_rifle_support_attack_animation" }
|
||||
animation = { id = "charge_rifle" type = "GER_infantry_rifle_charge_animation" }
|
||||
animation = { id = "charge_rifle_shoot" type = "GER_infantry_rifle_charge_shoot_animation" }
|
||||
animation = { id = "move" type = "GER_infantry_rifle_moving_animation" }
|
||||
animation = { id = "march_move" type = "GER_infantry_rifle_march_animation" }
|
||||
animation = { id = "retreat" type = "GER_infantry_rifle_retreat_animation" }
|
||||
animation = { id = "death" type = "GER_infantry_rifle_death_animation" }
|
||||
animation = { id = "long_idle01" type = "GER_infantry_rifle_long_idle_01_animation" }
|
||||
animation = { id = "long_idle02" type = "GER_infantry_rifle_long_idle_02_animation" }
|
||||
animation = { id = "long_idle03" type = "GER_infantry_rifle_long_idle_03_animation" }
|
||||
animation = { id = "long_idle04" type = "GER_infantry_rifle_long_idle_04_animation" }
|
||||
animation = { id = "long_idle05" type = "GER_infantry_rifle_long_idle_05_animation" }
|
||||
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
|
||||
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
|
||||
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
|
||||
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
|
||||
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
|
||||
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
|
||||
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "DOH_infantry_mg_mesh"
|
||||
file = "gfx/models/units/DOH_infantry.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_infantry_mg_idle_animation" }
|
||||
animation = { id = "attack" type = "GER_infantry_mg_attack_animation" }
|
||||
animation = { id = "support_attack" type = "GER_infantry_mg_support_attack_animation" }
|
||||
animation = { id = "charge_mg" type = "GER_infantry_mg_charge_animation" }
|
||||
animation = { id = "charge_mg_shoot" type = "GER_infantry_mg_charge_shoot_animation" }
|
||||
animation = { id = "move" type = "GER_infantry_mg_moving_animation" }
|
||||
animation = { id = "march_move" type = "GER_infantry_mg_march_animation" }
|
||||
animation = { id = "retreat" type = "GER_infantry_mg_retreat_animation" }
|
||||
animation = { id = "death" type = "GER_infantry_mg_death_animation" }
|
||||
animation = { id = "long_idle01" type = "GER_infantry_mg_long_idle_01_animation" }
|
||||
animation = { id = "long_idle02" type = "GER_infantry_mg_long_idle_02_animation" }
|
||||
animation = { id = "long_idle03" type = "GER_infantry_mg_long_idle_03_animation" }
|
||||
animation = { id = "long_idle04" type = "GER_infantry_mg_long_idle_04_animation" }
|
||||
animation = { id = "long_idle05" type = "GER_infantry_mg_long_idle_05_animation" }
|
||||
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_mg_idle_animation" }
|
||||
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_mg_moving_animation" }
|
||||
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
|
||||
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
|
||||
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
|
||||
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
|
||||
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_mg_animation" }
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
278
src/gfx/entities/az_planes.gfx
Executable file
@@ -0,0 +1,278 @@
|
||||
objectTypes = {
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/ENG_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/ENG_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/ENG_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_plane_jet_mesh"
|
||||
file = "gfx/models/units/planes/ENG_plane_jet.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "YUW_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/FRA_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "YUW_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/FRA_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "YUW_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/FRA_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/generic_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/generic_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/generic_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_plane_jet_mesh"
|
||||
file = "gfx/models/units/planes/generic_plane_jet.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/GER_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_plane_jet_mesh"
|
||||
file = "gfx/models/units/planes/GER_plane_jet.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/GER_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/GER_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/ITA_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/ITA_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/ITA_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/JAP_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/JAP_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/JAP_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/SOV_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/SOV_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/SOV_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_plane_light_mesh"
|
||||
file = "gfx/models/units/planes/USA_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_plane_medium_mesh"
|
||||
file = "gfx/models/units/planes/USA_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_plane_heavy_mesh"
|
||||
file = "gfx/models/units/planes/USA_plane_heavy.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
##### Meshes for internal scenes, placeholders:
|
||||
pdxmesh = {
|
||||
name = "fighter_default_mesh"
|
||||
file = "gfx/models/units/planes/generic_plane_light.mesh"
|
||||
animation = { id = "idle" type = "fighter_default_idle_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "bomber_default_mesh"
|
||||
file = "gfx/models/units/planes/generic_plane_medium.mesh"
|
||||
animation = { id = "idle" type = "bomber_default_idle_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "missile_default_launch_mesh"
|
||||
file = "gfx/models/units/planes/v2rocket_launch.mesh"
|
||||
|
||||
animation = { id = "launch" type = "missile_default_launch_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "missile_default_mesh"
|
||||
file = "gfx/models/units/planes/v2rocket.mesh"
|
||||
animation = { id = "idle" type = "missile_1_bombing_animation" }
|
||||
}
|
||||
|
||||
##### Meshes for world scenes (contains just empty animated joints that we attach above meshes)
|
||||
pdxmesh = {
|
||||
name = "fighter_1_patrol_mesh"
|
||||
file = "gfx/models/units/planes/fighter_1_patrol.mesh"
|
||||
animation = { id = "default" type = "fighter_1_patrol_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "fighter_1_kamikaze_mesh"
|
||||
file = "gfx/models/units/planes/fighter_1_kamikaze.mesh"
|
||||
animation = { id = "default" type = "fighter_1_kamikaze_patrol_animation" }
|
||||
animation = { id = "success" type = "fighter_1_kamikaze_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "fighter_3_patrol_mesh"
|
||||
file = "gfx/models/units/planes/fighter_3.mesh"
|
||||
animation = { id = "default" type = "fighter_3_patrol_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "fighter_3_kamikaze_mesh"
|
||||
file = "gfx/models/units/planes/fighter_3_kamikaze.mesh"
|
||||
animation = { id = "default" type = "fighter_3_kamikaze_patrol_animation" }
|
||||
animation = { id = "success" type = "fighter_3_kamikaze_attack_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "bomber_1_CAS_mesh"
|
||||
file = "gfx/models/units/planes/bomber_1_CAS.mesh"
|
||||
animation = { id = "success" type = "bomber_1_CAS_success_animation" }
|
||||
animation = { id = "fail" type = "bomber_1_CAS_fail_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "bomber_3_CAS_mesh"
|
||||
file = "gfx/models/units/planes/bomber_3_CAS.mesh"
|
||||
animation = { id = "success" type = "bomber_3_CAS_success_animation" }
|
||||
animation = { id = "fail" type = "bomber_3_CAS_fail_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "bomber_1_bombing_mesh"
|
||||
file = "gfx/models/units/planes/bomber_1_bombing.mesh"
|
||||
animation = { id = "default" type = "bomber_1_bombing_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "bomber_3_bombing_mesh"
|
||||
file = "gfx/models/units/planes/bomber_3.mesh"
|
||||
animation = { id = "default" type = "bomber_3_bombing_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "missile_1_bombing_mesh"
|
||||
file = "gfx/models/units/planes/v2rocket.mesh"
|
||||
animation = { id = "idle" type = "missile_1_bombing_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "fighter_1_vs_bomber_1_mesh"
|
||||
file = "gfx/models/units/planes/fighter_1_vs_bomber_1.mesh"
|
||||
animation = { id = "pass" type = "fighter_1_vs_bomber_1_pass_animation" }
|
||||
animation = { id = "success" type = "fighter_1_vs_bomber_1_success_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "fighter_1_vs_fighter_1_mesh"
|
||||
file = "gfx/models/units/planes/fighter_1_vs_fighter_1.mesh"
|
||||
animation = { id = "pass" type = "fighter_1_vs_fighter_1_pass_animation" }
|
||||
animation = { id = "success" type = "fighter_1_vs_fighter_1_success_animation" }
|
||||
animation = { id = "fail" type = "fighter_1_vs_fighter_1_fail_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "fighter_3_vs_fighter_3_mesh"
|
||||
file = "gfx/models/units/planes/fighter_3_vs_fighter_3.mesh"
|
||||
animation = { id = "pass" type = "fighter_3_vs_fighter_3_pass_animation" }
|
||||
animation = { id = "success" type = "fighter_3_vs_fighter_3_success_animation" }
|
||||
animation = { id = "fail" type = "fighter_3_vs_fighter_3_fail_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "fighter_1_vs_transport_1_mesh"
|
||||
file = "gfx/models/units/planes/fighter_1_vs_bomber_1.mesh"
|
||||
animation = { id = "pass" type = "fighter_1_vs_bomber_1_pass_animation" }
|
||||
animation = { id = "success" type = "fighter_1_vs_bomber_1_success_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "transport_1_supplying_mesh"
|
||||
file = "gfx/models/units/planes/bomber_1_bombing.mesh"
|
||||
animation = { id = "default" type = "bomber_1_bombing_animation" }
|
||||
}
|
||||
pdxmesh = {
|
||||
name = "transport_3_supplying_mesh"
|
||||
file = "gfx/models/units/planes/bomber_3.mesh"
|
||||
animation = { id = "default" type = "bomber_3_bombing_animation" }
|
||||
}
|
||||
}
|
||||
143
src/gfx/entities/az_ships.gfx
Executable file
@@ -0,0 +1,143 @@
|
||||
objectTypes = {
|
||||
|
||||
pdxmesh = {
|
||||
name = "ships_formation_template"
|
||||
file = "gfx/models/units/ships/ships_formation_template.mesh"
|
||||
animation = { id = "idle" type = "ships_formation_template_idle" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "ships_combat_template"
|
||||
file = "gfx/models/units/ships/ships_combat_template.mesh"
|
||||
animation = { id = "idle" type = "ships_combat_template_idle" }
|
||||
}
|
||||
|
||||
####
|
||||
# BATTLESHIP
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_battleship_mesh"
|
||||
file = "gfx/models/units/ships/generic_battleship.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_battleship_idle_animation" }
|
||||
animation = { id = "attack" type = "generic_battleship_attack_animation" }
|
||||
animation = { id = "defend" type = "generic_battleship_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "generic_battleship_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "generic_battleship_defend_animation" }
|
||||
animation = { id = "death" type = "generic_battleship_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# CARRIER
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_carrier_mesh"
|
||||
file = "gfx/models/units/ships/generic_carrier.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_carrier_idle_animation" }
|
||||
animation = { id = "death" type = "generic_carrier_death_animation" }
|
||||
animation = { id = "death2" type = "generic_carrier_death2_animation" }
|
||||
}
|
||||
|
||||
####
|
||||
# DESTROYER
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_destroyer_mesh"
|
||||
file = "gfx/models/units/ships/generic_destroyer.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_destroyer_idle_animation" }
|
||||
animation = { id = "attack" type = "generic_destroyer_attack_animation" }
|
||||
animation = { id = "defend" type = "generic_destroyer_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "generic_destroyer_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "generic_destroyer_defend_animation" }
|
||||
animation = { id = "death" type = "generic_destroyer_death_animation" }
|
||||
}
|
||||
|
||||
####
|
||||
# FREIGHTER
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_freighter_mesh"
|
||||
file = "gfx/models/units/ships/generic_freighter.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_freighter_idle_animation" }
|
||||
animation = { id = "death" type = "generic_freighter_death_animation" }
|
||||
}
|
||||
|
||||
####
|
||||
# FREIGHTER LP
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_freighter_LP_mesh"
|
||||
file = "gfx/models/units/ships/generic_freighter_LP.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_freighter_LP_idle_animation" }
|
||||
animation = { id = "death" type = "generic_freighter_LP_death_animation" }
|
||||
}
|
||||
|
||||
####
|
||||
# HEAVY CRUISER
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_heavy_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/generic_heavy_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_heavy_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "generic_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "generic_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "generic_heavy_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "generic_heavy_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "generic_heavy_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# LIGHT CRUISER
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_light_cruiser_mesh"
|
||||
file = "gfx/models/units/ships/generic_light_cruiser.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_light_cruiser_idle_animation" }
|
||||
animation = { id = "attack" type = "generic_light_cruiser_attack_animation" }
|
||||
animation = { id = "defend" type = "generic_light_cruiser_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "generic_light_cruiser_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "generic_light_cruiser_defend_animation" }
|
||||
animation = { id = "death" type = "generic_light_cruiser_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# SUPER HEAVY BATTLESHIP
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_super_heavy_battleship_mesh"
|
||||
file = "gfx/models/units/ships/generic_super_heavy_battleship.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_super_heavy_battleship_idle_animation" }
|
||||
animation = { id = "attack" type = "generic_super_heavy_battleship_attack_animation" }
|
||||
animation = { id = "defend" type = "generic_super_heavy_battleship_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "generic_super_heavy_battleship_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "generic_super_heavy_battleship_defend_animation" }
|
||||
animation = { id = "death" type = "generic_super_heavy_battleship_death_animation" }
|
||||
|
||||
}
|
||||
|
||||
####
|
||||
# SUBMARINE
|
||||
####
|
||||
pdxmesh = {
|
||||
name = "generic_submarine_mesh"
|
||||
file = "gfx/models/units/ships/generic_submarine.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_submarine_idle_animation" }
|
||||
animation = { id = "attack" type = "generic_submarine_attack_animation" }
|
||||
animation = { id = "defend" type = "generic_submarine_defend_animation" }
|
||||
animation = { id = "damaged_attack" type = "generic_submarine_attack_animation" }
|
||||
animation = { id = "damaged_defend" type = "generic_submarine_defend_animation" }
|
||||
animation = { id = "death" type = "generic_submarine_death_animation" }
|
||||
}
|
||||
|
||||
}
|
||||
279
src/gfx/entities/az_tanks.gfx
Executable file
@@ -0,0 +1,279 @@
|
||||
objectTypes = {
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ENG_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "ENG_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_tank_light_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ENG_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "ENG_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/ENG_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ENG_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "ENG_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "YUW_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "FRA_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "FRA_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_tank_light_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "YUW_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "FRA_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "FRA_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "YUW_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/FRA_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "FRA_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "FRA_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "FRA_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/generic_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "generic_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "generic_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "generic_tank_light_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/generic_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "generic_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "generic_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "generic_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/generic_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "generic_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "generic_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "generic_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/GER_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "GER_tank_light_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/GER_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "GER_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/GER_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "GER_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "GER_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "GER_tank_heavy_moving_animation" }
|
||||
animation = { id = "death" type = "GER_tank_heavy_death_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ITA_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "ITA_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_tank_light_moving_animation" }
|
||||
|
||||
scale = 0.6
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ITA_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "ITA_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "SAD_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/ITA_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "ITA_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "ITA_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "ITA_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "JAP_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "JAP_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_tank_light_moving_animation" }
|
||||
scale = 0.6
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "JAP_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "JAP_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "CHY_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/JAP_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "JAP_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "JAP_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "JAP_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "SOV_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "SOV_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_tank_light_moving_animation" }
|
||||
scale = 0.6
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "SOV_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "SOV_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/SOV_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "SOV_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "SOV_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_tank_light_mesh"
|
||||
file = "gfx/models/units/tanks/USA_tank_light.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_tank_light_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_tank_light_idle_animation" }
|
||||
animation = { id = "move" type = "USA_tank_light_moving_animation" }
|
||||
scale = 0.6
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_tank_medium_mesh"
|
||||
file = "gfx/models/units/tanks/USA_tank_medium.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_tank_medium_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_tank_medium_idle_animation" }
|
||||
animation = { id = "move" type = "USA_tank_medium_moving_animation" }
|
||||
scale = 0.5
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_tank_heavy_mesh"
|
||||
file = "gfx/models/units/tanks/USA_tank_heavy.mesh"
|
||||
|
||||
animation = { id = "attack" type = "USA_tank_heavy_attack_animation" }
|
||||
animation = { id = "idle" type = "USA_tank_heavy_idle_animation" }
|
||||
animation = { id = "move" type = "USA_tank_heavy_moving_animation" }
|
||||
scale = 0.65
|
||||
}
|
||||
|
||||
}
|
||||
202
src/gfx/entities/az_units_artillery.asset
Executable file
@@ -0,0 +1,202 @@
|
||||
|
||||
##########################
|
||||
# ENGLAND / COMMONWEALTH #
|
||||
##########################
|
||||
entity = {
|
||||
name = "commonwealth_gfx_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "commonwealth_gfx_infantry_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "YUW_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "FRA_infantry_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "TIX_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "GER_infantry_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "SAD_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "ITA_infantry_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BFL_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "SOV_infantry_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BYG_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "USA_infantry_entity" }
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "CHY_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
|
||||
event = { sound = { soundeffect = artillery_unit_fire_01 } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
|
||||
event = { sound = { soundeffect = artillery_unit_fire_01 } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "JAP_infantry_entity" }
|
||||
}
|
||||
entity = {
|
||||
name = "SIR_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
|
||||
event = { sound = { soundeffect = artillery_unit_fire_01 } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
|
||||
event = { sound = { soundeffect = artillery_unit_fire_01 } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "SIR_infantry_entity" }
|
||||
}
|
||||
entity = {
|
||||
name = "DOH_artillery_entity"
|
||||
pdxmesh = "frame_artillery_mesh"
|
||||
|
||||
default_state = "idle"
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
|
||||
event = { sound = { soundeffect = artillery_unit_fire_01 } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
|
||||
event = { sound = { soundeffect = artillery_unit_fire_01 } }
|
||||
}
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
|
||||
|
||||
scale = 1
|
||||
|
||||
attach = { name = artillery artillery = "artillery_gun_entity" }
|
||||
attach = { name = infantry infantry = "DOH_infantry_entity" }
|
||||
}
|
||||
1002
src/gfx/entities/az_units_battleships_DLC.asset
Executable file
372
src/gfx/entities/az_units_british_tanks_DLC.asset
Executable file
@@ -0,0 +1,372 @@
|
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##########################
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# Matilda (ENG_light_armor_1)
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||||
##########################
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||||
|
||||
entity = {
|
||||
name = "HUJ_light_armor_1_entity"
|
||||
pdxmesh = "ENG_light_armor_1_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Valentine (ENG_light_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "HUJ_light_armor_2_entity"
|
||||
pdxmesh = "ENG_light_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
#event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
#event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
#event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
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||||
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||||
game_data = {
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||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
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||||
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||||
##########################
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||||
# Cromwell (ENG_medium_armor_1)
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||||
##########################
|
||||
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||||
entity = {
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||||
name = "HUJ_medium_armor_1_entity"
|
||||
pdxmesh = "ENG_medium_armor_1_mesh"
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||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.4
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Comet I (A34) (ENG_medium_armor_2)
|
||||
##########################
|
||||
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||||
entity = {
|
||||
name = "HUJ_medium_armor_2_entity"
|
||||
pdxmesh = "ENG_medium_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Vickers (ENG_heavy_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "HUJ_heavy_armor_0_entity"
|
||||
pdxmesh = "ENG_heavy_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Black Prince (ENG_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "HUJ_heavy_armor_2_entity"
|
||||
pdxmesh = "ENG_heavy_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Tortoise (ENG_super_heavy_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "HUJ_super_heavy_armor_entity"
|
||||
pdxmesh = "ENG_super_heavy_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Centurion (ENG_modern_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "HUJ_modern_armor_entity"
|
||||
pdxmesh = "ENG_modern_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
1733
src/gfx/entities/az_units_cavalry.asset
Executable file
366
src/gfx/entities/az_units_french_tanks_DLC.asset
Executable file
@@ -0,0 +1,366 @@
|
||||
##########################
|
||||
# H35 (FRA_light_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_light_armor_0_entity"
|
||||
pdxmesh = "FRA_light_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX 12 (FRA_light_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_light_armor_2_entity"
|
||||
pdxmesh = "FRA_light_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# S35 (FRA_medium_armor_1)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_medium_armor_1_entity"
|
||||
pdxmesh = "FRA_medium_armor_1_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# Sarl 42 (FRA_medium_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_medium_armor_2_entity"
|
||||
pdxmesh = "FRA_medium_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# ARL 44 (FRA_heavy_armor_1)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_heavy_armor_1_entity"
|
||||
pdxmesh = "FRA_heavy_armor_1_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX-M4 (FRA_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_heavy_armor_2_entity"
|
||||
pdxmesh = "FRA_heavy_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# FCM-F1 (FRA_super_heavy_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_super_heavy_armor_entity"
|
||||
pdxmesh = "FRA_super_heavy_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX 50t (FRA_modern_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "YUW_modern_armor_entity"
|
||||
pdxmesh = "FRA_modern_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
372
src/gfx/entities/az_units_german_tanks_DLC.asset
Executable file
@@ -0,0 +1,372 @@
|
||||
##########################
|
||||
# PANZER I (GER_light_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_light_armor_0_entity"
|
||||
pdxmesh = "GER_light_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
|
||||
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# LEOPARD VK1602 (GER_light_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_light_armor_2_entity"
|
||||
pdxmesh = "GER_light_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# PANZER III (GER_medium_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_medium_armor_0_entity"
|
||||
pdxmesh = "GER_medium_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# PANTHER (GER_medium_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_medium_armor_2_entity"
|
||||
pdxmesh = "GER_medium_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# GROSSTRAKTOR (GER_heavy_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_heavy_armor_0_entity"
|
||||
pdxmesh = "GER_heavy_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# KING TIGER (GER_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_heavy_armor_2_entity"
|
||||
pdxmesh = "GER_heavy_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# MAUS (GER_super_heavy_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_super_heavy_armor_entity"
|
||||
pdxmesh = "GER_super_heavy_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# E-50 (GER_modern_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "TIX_modern_armor_entity"
|
||||
pdxmesh = "GER_modern_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
986
src/gfx/entities/az_units_heavy_cruisers_DLC.asset
Executable file
@@ -0,0 +1,986 @@
|
||||
####
|
||||
# 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 = "BYGA_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
|
||||
}
|
||||
1767
src/gfx/entities/az_units_infantry.asset
Executable file
65
src/gfx/entities/az_units_misc_country.asset
Executable file
@@ -0,0 +1,65 @@
|
||||
entity = {
|
||||
clone = "BYG_infantry_entity"
|
||||
name = "BLI_infantry_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_infantry_2_entity"
|
||||
name = "BLI_infantry_2_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_infantry_3_entity"
|
||||
name = "BLI_infantry_3_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_infantry_entity"
|
||||
name = "BLI_infantry_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_motorized_entity"
|
||||
name = "BLI_motorized_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_mechanized_entity"
|
||||
name = "BLI_mechanized_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_artillery_entity"
|
||||
name = "BLI_artillery_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "BYG_cavalry_entity"
|
||||
name = "BLI_cavalry_entity"
|
||||
}
|
||||
|
||||
entity = {
|
||||
clone = "CHY_infantry_entity"
|
||||
name = "BOW_infantry_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_infantry_2_entity"
|
||||
name = "BOW_infantry_2_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_infantry_3_entity"
|
||||
name = "BOW_infantry_3_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_infantry_entity"
|
||||
name = "BOW_infantry_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_motorized_entity"
|
||||
name = "BOW_motorized_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_mechanized_entity"
|
||||
name = "BOW_mechanized_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_artillery_entity"
|
||||
name = "BOW_artillery_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "CHY_cavalry_entity"
|
||||
name = "BOW_cavalry_entity"
|
||||
}
|
||||
975
src/gfx/entities/az_units_planes.asset
Executable file
@@ -0,0 +1,975 @@
|
||||
# RULES FOR PLANE NAMES:
|
||||
# <country_tag>_<equipment name>_entity
|
||||
# <country_tag>_<equipment sprite name, inherits from archetype up>_entity>
|
||||
# <equipment name>_entity
|
||||
# <equipment sprite name, inherits from archetype up>_entity>
|
||||
#
|
||||
# sprite names are currently: light_plane, medium_plane, heavy_plane
|
||||
#
|
||||
#
|
||||
# useful for testing:
|
||||
# airc fighter_3_patrol default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
|
||||
# airc fighter_1_patrol default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
|
||||
# airc fighter_3_kamikaze default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
|
||||
# airc fighter_1_kamikaze default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
|
||||
# airc fighter_3_kamikaze success 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
|
||||
# airc fighter_1_kamikaze success 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
|
||||
# airc fighter_3_vs_fighter_3 pass 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA
|
||||
# airc fighter_3_vs_fighter_3 success 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA
|
||||
# airc fighter_3_vs_fighter_3 fail 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA
|
||||
# airc fighter_1_vs_fighter_1 success 11471 126 29 fighter_equipment_0 fighter_equipment_0 JAP USA
|
||||
# airc fighter_1_vs_fighter_1 fail 11471 126 29 fighter_equipment_0 fighter_equipment_0 JAP USA
|
||||
# airc fighter_1_vs_fighter_1 pass 11471 126 29 fighter_equipment_0 fighter_equipment_0 SOV POL
|
||||
# airc fighter_1_vs_bomber_1 pass 6103 126 29 fighter_equipment_0 strat_bomber_equipment_1 GER USA
|
||||
# airc fighter_1_vs_bomber_1 success 6103 126 29 fighter_equipment_0 strat_bomber_equipment_1 GER USA
|
||||
# airc bomber_1_bombing default 11471 126 29 strat_bomber_equipment_1 strat_bomber_equipment_1 GER FRA
|
||||
# airc bomber_3_bombing default 11471 126 29 strat_bomber_equipment_1 strat_bomber_equipment_1 GER FRA
|
||||
|
||||
|
||||
# Example of using events: TODO - remove later
|
||||
#state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
||||
# event = { time = 0 node="bomberA" particle = "bomb_particle" keep_particle = yes }
|
||||
# event = { time = 0 node="bomberB" particle = "bomb_particle" keep_particle = yes }
|
||||
#}
|
||||
|
||||
# Internal scenes
|
||||
|
||||
# generic fallbacks
|
||||
entity = {
|
||||
name = "light_plane_entity"
|
||||
pdxmesh = "generic_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "medium_plane_entity"
|
||||
pdxmesh = "generic_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.176
|
||||
}
|
||||
entity = {
|
||||
name = "heavy_plane_entity"
|
||||
pdxmesh = "generic_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
#event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "jet_plane_entity"
|
||||
pdxmesh = "generic_plane_jet_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "distance_airplane_ger_jet_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.19
|
||||
}
|
||||
|
||||
|
||||
# Britain / Commonwealth
|
||||
entity = {
|
||||
name = "HUJ_light_plane_entity"
|
||||
pdxmesh = "ENG_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "HUJ_medium_plane_entity"
|
||||
pdxmesh = "ENG_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.224
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "HUJ_heavy_plane_entity"
|
||||
pdxmesh = "ENG_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "HUJ_jet_plane_entity"
|
||||
pdxmesh = "ENG_plane_jet_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "distance_airplane_ger_jet_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.19
|
||||
}
|
||||
|
||||
# France
|
||||
entity = {
|
||||
name = "YUW_light_plane_entity"
|
||||
pdxmesh = "FRA_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "YUW_medium_plane_entity"
|
||||
pdxmesh = "FRA_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.672
|
||||
}
|
||||
entity = {
|
||||
name = "YUW_heavy_plane_entity"
|
||||
pdxmesh = "FRA_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.24
|
||||
}
|
||||
|
||||
# Germany
|
||||
entity = {
|
||||
name = "TIX_light_plane_entity"
|
||||
pdxmesh = "GER_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "TIX_medium_plane_entity"
|
||||
pdxmesh = "GER_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.208
|
||||
}
|
||||
entity = {
|
||||
name = "TIX_heavy_plane_entity"
|
||||
pdxmesh = "GER_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
entity = {
|
||||
name = "TIX_jet_plane_entity"
|
||||
pdxmesh = "GER_plane_jet_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
|
||||
event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { sound = { soundeffect = "distance_airplane_ger_jet_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.176
|
||||
}
|
||||
|
||||
# Italian
|
||||
entity = {
|
||||
name = "SAD_light_plane_entity"
|
||||
pdxmesh = "ITA_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "SAD_medium_plane_entity"
|
||||
pdxmesh = "ITA_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.176
|
||||
}
|
||||
entity = {
|
||||
name = "SAD_heavy_plane_entity"
|
||||
pdxmesh = "ITA_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
#event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
#event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
|
||||
# Japan
|
||||
entity = {
|
||||
name = "CHY_light_plane_entity"
|
||||
pdxmesh = "JAP_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0.02 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "CHY_medium_plane_entity"
|
||||
pdxmesh = "JAP_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.24
|
||||
}
|
||||
entity = {
|
||||
name = "CHY_heavy_plane_entity"
|
||||
pdxmesh = "JAP_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
|
||||
# Soviet
|
||||
entity = {
|
||||
name = "BFL_light_plane_entity"
|
||||
pdxmesh = "SOV_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0.02 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle" looping = no
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "BFL_medium_plane_entity"
|
||||
pdxmesh = "SOV_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.208
|
||||
}
|
||||
entity = {
|
||||
name = "BFL_heavy_plane_entity"
|
||||
pdxmesh = "SOV_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
#event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
|
||||
# USA
|
||||
entity = {
|
||||
name = "BYG_light_plane_entity"
|
||||
pdxmesh = "USA_plane_light_mesh"
|
||||
state = { name = "fire" animation = "idle"
|
||||
event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_light_fire" } }
|
||||
}
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_idle" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
state = { name = "explode" animation = "idle"
|
||||
event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.144
|
||||
}
|
||||
entity = {
|
||||
name = "BYG_medium_plane_entity"
|
||||
pdxmesh = "USA_plane_medium_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "supply" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_medium_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.232
|
||||
}
|
||||
entity = {
|
||||
name = "BYG_heavy_plane_entity"
|
||||
pdxmesh = "USA_plane_heavy_mesh"
|
||||
state = { name = "bomb" animation = "idle"
|
||||
event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
|
||||
}
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_heavy_idle_01" } }
|
||||
}
|
||||
state = { name = "crash" animation = "idle"
|
||||
#event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
#event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
|
||||
event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }
|
||||
}
|
||||
scale = 0.288
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "missile_default_entity"
|
||||
pdxmesh = "missile_default_mesh"
|
||||
scale = 0.14
|
||||
|
||||
default_state = idle
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_particle" trigger_once = yes keep_particle = yes }
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "missile_1_bombing_entity"
|
||||
pdxmesh = "missile_1_bombing_mesh"
|
||||
scale = 0.14
|
||||
|
||||
default_state = idle
|
||||
state = { name = "idle" animation = "idle"
|
||||
event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_particle" trigger_once = yes keep_particle = yes }
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "missile_1_launch_entity"
|
||||
pdxmesh = "missile_default_launch_mesh"
|
||||
scale = 0.14
|
||||
|
||||
state = { name = "launch" animation = "launch" }
|
||||
}
|
||||
|
||||
# World scenes
|
||||
entity = {
|
||||
name = "fighter_1_patrol_entity"
|
||||
pdxmesh = "fighter_1_patrol_mesh"
|
||||
state = { name = "default" animation = "default" }
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "fighter_3_patrol_entity"
|
||||
pdxmesh = "fighter_3_patrol_mesh"
|
||||
state = { name = "default" animation = "default" }
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "bomber_1_bombing_entity"
|
||||
pdxmesh = "bomber_1_bombing_mesh"
|
||||
state = { name = "default" animation = "default"
|
||||
event = { time = 3.7 id = a_bomb }
|
||||
event = { time = 4.0 id = a_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "bomber_1_CAS_entity"
|
||||
pdxmesh = "bomber_1_CAS_mesh"
|
||||
state = { name = "default" animation = "success"
|
||||
event = { time = 0.4 id = a_bomb }
|
||||
event = { time = 1.0 id = a_idle }
|
||||
}
|
||||
state = { name = "fail" animation = "fail"
|
||||
event = { time = 0.4 id = a_bomb }
|
||||
event = { time = 1.0 id = a_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "bomber_3_CAS_entity"
|
||||
pdxmesh = "bomber_3_CAS_mesh"
|
||||
state = { name = "default" animation = "success"
|
||||
event = { time = 0.4 id = a_1_bomb }
|
||||
event = { time = 1.0 id = a_1_idle }
|
||||
|
||||
event = { time = 1.1 id = a_2_bomb }
|
||||
event = { time = 1.6 id = a_2_idle }
|
||||
|
||||
event = { time = 0.8 id = a_3_bomb }
|
||||
event = { time = 1.3 id = a_3_idle }
|
||||
}
|
||||
state = { name = "fail" animation = "fail"
|
||||
event = { time = 0.4 id = a_1_bomb }
|
||||
event = { time = 1.0 id = a_1_idle }
|
||||
|
||||
event = { time = 1.1 id = a_2_bomb }
|
||||
event = { time = 1.6 id = a_2_idle }
|
||||
|
||||
event = { time = 0.8 id = a_3_bomb }
|
||||
event = { time = 1.3 id = a_3_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "bomber_3_bombing_entity"
|
||||
pdxmesh = "bomber_3_bombing_mesh"
|
||||
state = { name = "default" animation = "default"
|
||||
event = { time = 3.33 id = a_2_bomb }
|
||||
event = { time = 3.43 id = a_2_idle }
|
||||
|
||||
event = { time = 4.0 id = a_1_bomb }
|
||||
event = { time = 4.1 id = a_1_idle }
|
||||
|
||||
event = { time = 4.93 id = a_3_bomb }
|
||||
event = { time = 5.03 id = a_3_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "fighter_1_vs_bomber_1_entity"
|
||||
pdxmesh = "fighter_1_vs_bomber_1_mesh"
|
||||
state = { name = "pass" animation = "pass"
|
||||
event = { time = 2.2 id = d_bomb }
|
||||
event = { time = 2.5 id = d_idle }
|
||||
event = { time = 1.9 id = a_fire }
|
||||
event = { time = 2.2 id = a_idle }
|
||||
}
|
||||
state = { name = "success" animation = "success"
|
||||
event = { time = 1.5 id = a_fire }
|
||||
event = { time = 1.8 id = a_idle }
|
||||
|
||||
event = { time = 1.7 id = d_crash }
|
||||
event = { time = 1.9 id = d_idle }
|
||||
event = { time = 2.4 id = d_crash }
|
||||
event = { time = 2.7 id = d_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "fighter_1_vs_fighter_1_entity"
|
||||
pdxmesh = "fighter_1_vs_fighter_1_mesh"
|
||||
state = { name = "pass" animation = "pass"
|
||||
event = { time = 1.0 id = a_fire }
|
||||
event = { time = 2.0 id = a_idle }
|
||||
event = { time = 7.63 id = a_fire }
|
||||
event = { time = 8.0 id = a_idle }
|
||||
#event = { time = 2.5 id = d_fire }
|
||||
#event = { time = 3.5 id = d_idle }
|
||||
}
|
||||
state = { name = "success" animation = "success"
|
||||
event = { time = 1.0 id = a_fire }
|
||||
event = { time = 2.0 id = a_idle }
|
||||
event = { time = 8 id = a_fire }
|
||||
event = { time = 9.0 id = a_idle }
|
||||
event = { time = 8.51 id = d_crash }
|
||||
event = { time = 9.5 id = d_idle }
|
||||
}
|
||||
state = { name = "fail" animation = "fail"
|
||||
event = { time = 1.0 id = a_fire }
|
||||
event = { time = 2.0 id = a_idle }
|
||||
event = { time = 6.76 id = d_fire }
|
||||
event = { time = 7.0 id = d_idle }
|
||||
event = { time = 7.0 id = a_crash }
|
||||
event = { time = 7.5 id = a_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "fighter_3_vs_fighter_3_entity"
|
||||
pdxmesh = "fighter_3_vs_fighter_3_mesh"
|
||||
state = { name = "pass" animation = "pass"
|
||||
event = { time = 0.63 id = a_2_fire }
|
||||
event = { time = 0.73 id = a_2_idle }
|
||||
event = { time = 0.8 id = a_1_fire }
|
||||
event = { time = 0.9 id = a_1_idle }
|
||||
event = { time = 0.9 id = a_3_fire }
|
||||
event = { time = 1.0 id = a_3_idle }
|
||||
|
||||
event = { time = 8.0 id = d_2_fire }
|
||||
event = { time = 8.1 id = d_2_idle }
|
||||
|
||||
event = { time = 4.8 id = a_1_fire }
|
||||
event = { time = 4.9 id = a_1_idle }
|
||||
|
||||
event = { time = 4.63 id = a_2_fire }
|
||||
event = { time = 4.73 id = a_2_idle }
|
||||
}
|
||||
state = { name = "success" animation = "success"
|
||||
event = { time = 0.63 id = a_2_fire }
|
||||
event = { time = 0.73 id = a_2_idle }
|
||||
event = { time = 0.8 id = a_1_fire }
|
||||
event = { time = 0.9 id = a_1_idle }
|
||||
event = { time = 0.9 id = a_3_fire }
|
||||
event = { time = 1.0 id = a_3_idle }
|
||||
|
||||
|
||||
event = { time = 1.03 id = d_3_crash }
|
||||
event = { time = 3.33 id = d_3_idle }
|
||||
|
||||
event = { time = 5.16 id = d_2_fire }
|
||||
event = { time = 5.26 id = d_2_idle }
|
||||
event = { time = 5.56 id = d_2_crash }
|
||||
event = { time = 7.83 id = d_2_idle }
|
||||
|
||||
event = { time = 5.33 id = d_1_fire }
|
||||
event = { time = 5.43 id = d_1_idle }
|
||||
event = { time = 5.5 id = d_1_crash }
|
||||
event = { time = 7.66 id = d_1_idle }
|
||||
|
||||
|
||||
event = { time = 5.4 id = a_1_crash }
|
||||
event = { time = 7.83 id = a_1_idle }
|
||||
|
||||
event = { time = 5.33 id = a_2_fire }
|
||||
event = { time = 5.43 id = a_2_idle }
|
||||
|
||||
event = { time = 5.1 id = a_3_fire }
|
||||
event = { time = 5.2 id = a_3_idle }
|
||||
}
|
||||
state = { name = "fail" animation = "fail"
|
||||
event = { time = 0.9 id = a_1_fire }
|
||||
event = { time = 1.0 id = a_1_idle }
|
||||
event = { time = 1.0 id = a_1_crash }
|
||||
event = { time = 2.76 id = a_1_idle }
|
||||
|
||||
event = { time = 0.33 id = a_2_fire }
|
||||
event = { time = 0.43 id = a_2_idle }
|
||||
event = { time = 4.96 id = a_2_fire }
|
||||
event = { time = 5.06 id = a_2_idle }
|
||||
event = { time = 5.53 id = a_2_crash }
|
||||
event = { time = 7.36 id = a_2_idle }
|
||||
|
||||
event = { time = 0.36 id = a_3_fire }
|
||||
event = { time = 0.46 id = a_3_idle }
|
||||
event = { time = 2.93 id = a_3_fire }
|
||||
event = { time = 3.03 id = a_3_idle }
|
||||
event = { time = 6.16 id = a_3_crash }
|
||||
event = { time = 7.96 id = a_3_idle }
|
||||
|
||||
event = { time = 5.23 id = d_1_crash }
|
||||
event = { time = 7.66 id = d_1_idle }
|
||||
|
||||
event = { time = 0.8 id = d_2_fire }
|
||||
event = { time = 0.9 id = d_2_idle }
|
||||
event = { time = 5.3 id = d_2_fire }
|
||||
event = { time = 5.4 id = d_2_idle }
|
||||
|
||||
event = { time = 5.96 id = d_3_fire }
|
||||
event = { time = 6.06 id = d_3_idle }
|
||||
|
||||
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "fighter_1_kamikaze_entity"
|
||||
pdxmesh = "fighter_1_kamikaze_mesh"
|
||||
state = { name = "default" animation = "default" }
|
||||
state = { name = "success" animation = "success"
|
||||
event = { time = 1.73 id = a_fire }
|
||||
event = { time = 2.4 id = a_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "fighter_3_kamikaze_entity"
|
||||
pdxmesh = "fighter_3_kamikaze_mesh"
|
||||
state = { name = "default" animation = "default" }
|
||||
state = { name = "success" animation = "success" animation_speed = 2
|
||||
event = { time = 0.5 id = a_2_fire }
|
||||
event = { time = 0.6 id = a_2_idle }
|
||||
|
||||
event = { time = 0.6 id = a_1_fire }
|
||||
event = { time = 0.7 id = a_1_idle }
|
||||
|
||||
event = { time = 0.65 id = a_3_fire }
|
||||
event = { time = 0.75 id = a_3_idle }
|
||||
|
||||
event = { time = 1.6 id = a_explode }
|
||||
event = { time = 3.0 id = a_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "fighter_1_vs_transport_1_entity"
|
||||
pdxmesh = "fighter_1_vs_transport_1_mesh"
|
||||
state = { name = "pass" animation = "pass"
|
||||
event = { time = 2.2 id = d_bomb }
|
||||
event = { time = 2.5 id = d_idle }
|
||||
event = { time = 1.9 id = a_fire }
|
||||
event = { time = 2.2 id = a_idle }
|
||||
}
|
||||
state = { name = "success" animation = "success"
|
||||
event = { time = 1.5 id = a_fire }
|
||||
event = { time = 1.8 id = a_idle }
|
||||
|
||||
event = { time = 1.7 id = d_crash }
|
||||
event = { time = 1.9 id = d_idle }
|
||||
event = { time = 2.4 id = d_crash }
|
||||
event = { time = 2.7 id = d_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "transport_1_supplying_entity"
|
||||
pdxmesh = "transport_1_supplying_mesh" #copy of bombing
|
||||
state = { name = "default" animation = "default"
|
||||
event = { time = 3.7 id = a_supply }
|
||||
event = { time = 4.0 id = a_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "transport_3_supplying_entity"
|
||||
pdxmesh = "transport_3_supplying_mesh" #copy of bombing
|
||||
state = { name = "default" animation = "default"
|
||||
event = { time = 3.33 id = a_2_supply }
|
||||
event = { time = 3.43 id = a_2_idle }
|
||||
|
||||
event = { time = 4.0 id = a_1_supply }
|
||||
event = { time = 4.1 id = a_1_idle }
|
||||
|
||||
event = { time = 4.93 id = a_3_supply }
|
||||
event = { time = 5.03 id = a_3_idle }
|
||||
}
|
||||
#scale = 0.5
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "scout_1_patrol_entity"
|
||||
pdxmesh = "fighter_1_patrol_mesh"
|
||||
state = { name = "default" animation = "default" }
|
||||
#scale = 0.5
|
||||
}
|
||||
entity = {
|
||||
name = "scout_3_patrol_entity"
|
||||
pdxmesh = "fighter_3_patrol_mesh"
|
||||
state = { name = "default" animation = "default" }
|
||||
#scale = 0.5
|
||||
}
|
||||
1156
src/gfx/entities/az_units_ships.asset
Executable file
366
src/gfx/entities/az_units_soviet_tanks_DLC.asset
Executable file
@@ -0,0 +1,366 @@
|
||||
##########################
|
||||
# T-26 (SOV_light_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_light_armor_0_entity"
|
||||
pdxmesh = "SOV_light_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-60 (SOV_light_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_light_armor_2_entity"
|
||||
pdxmesh = "SOV_light_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# A-32 (SOV_medium_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_medium_armor_0_entity"
|
||||
pdxmesh = "SOV_medium_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-44 (SOV_medium_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_medium_armor_2_entity"
|
||||
pdxmesh = "SOV_medium_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-35 (SOV_heavy_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_heavy_armor_0_entity"
|
||||
pdxmesh = "SOV_heavy_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# IS-2 (SOV_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_heavy_armor_2_entity"
|
||||
pdxmesh = "SOV_heavy_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# IS-7 (SOV_super_heavy_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_super_heavy_armor_entity"
|
||||
pdxmesh = "SOV_super_heavy_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-54 (SOV_modern_armor)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "BFL_modern_armor_entity"
|
||||
pdxmesh = "SOV_modern_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = -0.5
|
||||
}
|
||||
}
|
||||
1043
src/gfx/entities/az_units_tanks.asset
Executable file
363
src/gfx/entities/az_units_us_tanks_DLC.asset
Executable file
@@ -0,0 +1,363 @@
|
||||
##################
|
||||
# M2 Light (USA_light_armor_0)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_light_armor_0_entity"
|
||||
pdxmesh = "USA_light_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# M24 Chaffee (USA_light_armor_2)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_light_armor_2_entity"
|
||||
pdxmesh = "USA_light_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# M3 Lee (USA_medium_armor_0)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_medium_armor_0_entity"
|
||||
pdxmesh = "USA_medium_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# T20 (USA_medium_armor_2)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_medium_armor_2_entity"
|
||||
pdxmesh = "USA_medium_armor_2_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# T1 Heavy (USA_heavy_armor_0)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_heavy_armor_0_entity"
|
||||
pdxmesh = "USA_heavy_armor_0_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# M6A1 (USA_heavy_armor_1)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_heavy_armor_1_entity"
|
||||
pdxmesh = "USA_heavy_armor_1_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# T95 (USA_super_heavy_armor)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_super_heavy_armor_entity"
|
||||
pdxmesh = "USA_super_heavy_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# Patton (USA_modern_armor)
|
||||
##################
|
||||
|
||||
entity = {
|
||||
name = "BYG_modern_armor_entity"
|
||||
pdxmesh = "USA_modern_armor_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.8
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
1439
src/gfx/entities/az_units_vehicles.asset
Executable file
105
src/gfx/entities/az_vehicles.gfx
Executable file
@@ -0,0 +1,105 @@
|
||||
objectTypes = {
|
||||
|
||||
pdxmesh = {
|
||||
name = "motorized_frame_mesh"
|
||||
file = "gfx/models/units/vehicles/motorized_frame.mesh"
|
||||
|
||||
animation = { id = "idle" type = "motorized_frame_idle_animation" }
|
||||
animation = { id = "move" type = "motorized_frame_move_animation" }
|
||||
animation = { id = "attack" type = "motorized_frame_attack_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "HUJ_mechanized_mesh"
|
||||
file = "gfx/models/units/vehicles/ENG_mechanized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "ENG_mechanized_01_idle_animation" }
|
||||
animation = { id = "move" type = "ENG_mechanized_01_move_animation" }
|
||||
animation = { id = "attack" type = "ENG_mechanized_01_attack_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "generic_motorized_mesh"
|
||||
file = "gfx/models/units/vehicles/generic_motorized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "generic_motorized_01_idle_animation" }
|
||||
animation = { id = "move" type = "generic_motorized_01_move_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_mechanized_mesh"
|
||||
file = "gfx/models/units/vehicles/GER_mechanized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_mechanized_01_idle_animation" }
|
||||
animation = { id = "move" type = "GER_mechanized_01_move_animation" }
|
||||
animation = { id = "attack" type = "GER_mechanized_01_attack_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "TIX_motorized_mesh"
|
||||
file = "gfx/models/units/vehicles/GER_motorized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "GER_motorized_01_idle_animation" }
|
||||
animation = { id = "move" type = "GER_motorized_01_move_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_mechanized_mesh"
|
||||
file = "gfx/models/units/vehicles/SOV_mechanized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_mechanized_01_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_mechanized_01_move_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BFL_motorized_mesh"
|
||||
file = "gfx/models/units/vehicles/SOV_motorized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "SOV_motorized_01_idle_animation" }
|
||||
animation = { id = "move" type = "SOV_motorized_01_move_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_mechanized_mesh"
|
||||
file = "gfx/models/units/vehicles/US_mechanized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "US_mechanized_01_idle_animation" }
|
||||
animation = { id = "move" type = "US_mechanized_01_move_animation" }
|
||||
animation = { id = "attack" type = "US_mechanized_01_attack_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "BYG_motorized_mesh"
|
||||
file = "gfx/models/units/vehicles/US_motorized_01.mesh"
|
||||
|
||||
animation = { id = "idle" type = "US_motorized_01_idle_animation" }
|
||||
animation = { id = "move" type = "US_motorized_01_move_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "bicycle_frame_mesh"
|
||||
file = "gfx/models/units/vehicles/bicycle_frame.mesh"
|
||||
|
||||
animation = { id = "idle" type = "bicycle_frame_idle_animation" }
|
||||
animation = { id = "move" type = "bicycle_frame_move_animation" }
|
||||
animation = { id = "attack" type = "bicycle_frame_attack_animation" }
|
||||
}
|
||||
|
||||
pdxmesh = {
|
||||
name = "bicycle_vehicle_mesh"
|
||||
file = "gfx/models/units/vehicles/bicycle_vehicle.mesh"
|
||||
|
||||
animation = { id = "idle" type = "bicycle_vehicle_idle_animation" }
|
||||
animation = { id = "idle_2" type = "bicycle_vehicle_idle_2_animation" }
|
||||
animation = { id = "move" type = "bicycle_vehicle_move_animation" }
|
||||
animation = { id = "move_2" type = "bicycle_vehicle_move_2_animation" }
|
||||
animation = { id = "retreat" type = "bicycle_vehicle_retreat_animation" }
|
||||
animation = { id = "retreat_2" type = "bicycle_vehicle_retreat_2_animation" }
|
||||
|
||||
animation = { id = "still" type = "bicycle_vehicle_still_animation" }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
BIN
src/gfx/event_pictures/XGE/AUS_leader_in_prison.dds
Executable file
BIN
src/gfx/event_pictures/XGE/EVENT_AUS_HSF_COMING.dds
Executable file
BIN
src/gfx/event_pictures/XGE/Erika_name.dds
Executable file
BIN
src/gfx/event_pictures/XGE/GER_UNIT_GREAT_GERMANY.dds
Executable file
BIN
src/gfx/event_pictures/XGE/GER_downfall_of_nazi.dds
Executable file
BIN
src/gfx/event_pictures/XGE/GER_goebbels_news.dds
Executable file
BIN
src/gfx/event_pictures/XGE/GER_himmler_news.dds
Executable file
BIN
src/gfx/event_pictures/XGE/GER_maiye_news.dds
Executable file
BIN
src/gfx/event_pictures/XGE/GER_welcome.dds
Executable file
BIN
src/gfx/event_pictures/XGE/SOV_attack_GER.dds
Executable file
BIN
src/gfx/event_pictures/XGE/UBR_guess_who.dds
Executable file
BIN
src/gfx/event_pictures/XGE/WEILIAN_III_news.dds
Executable file
BIN
src/gfx/event_pictures/XGE/event_lisha.dds
Executable file
BIN
src/gfx/event_pictures/XGE/event_xier_in_power.dds
Executable file
BIN
src/gfx/event_pictures/XGE/new_death_of_ger.dds
Executable file
BIN
src/gfx/event_pictures/XGE/new_event_ger_win_civil_war.dds
Executable file
BIN
src/gfx/event_pictures/XGE/news_event_rebuild_of_GER.dds
Executable file
BIN
src/gfx/event_pictures/XGE/xier_catch_chenggong.dds
Executable file
BIN
src/gfx/event_pictures/XGE/xier_catch_event.dds
Executable file
BIN
src/gfx/event_pictures/XGE/xier_xinao.dds
Executable file
BIN
src/gfx/event_pictures/az_anqiubi.dds
Executable file
|
After Width: | Height: | Size: 86 KiB |
BIN
src/gfx/event_pictures/az_anqiubi.png
Executable file
|
After Width: | Height: | Size: 87 KiB |
BIN
src/gfx/event_pictures/az_bfl1.dds
Executable file
|
After Width: | Height: | Size: 118 KiB |
BIN
src/gfx/event_pictures/az_blhxyq.dds
Executable file
|
After Width: | Height: | Size: 92 KiB |
BIN
src/gfx/event_pictures/az_buli.png
Executable file
|
After Width: | Height: | Size: 108 KiB |
BIN
src/gfx/event_pictures/az_byqiye.dds
Executable file
|
After Width: | Height: | Size: 83 KiB |
BIN
src/gfx/event_pictures/az_chy_jyxxs.dds
Executable file
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After Width: | Height: | Size: 122 KiB |
BIN
src/gfx/event_pictures/az_cy1.dds
Executable file
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After Width: | Height: | Size: 108 KiB |
BIN
src/gfx/event_pictures/az_cy2.png
Executable file
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After Width: | Height: | Size: 127 KiB |
BIN
src/gfx/event_pictures/az_cychangmen.dds
Executable file
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After Width: | Height: | Size: 106 KiB |
BIN
src/gfx/event_pictures/az_cychangmen2.dds
Executable file
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After Width: | Height: | Size: 78 KiB |
BIN
src/gfx/event_pictures/az_cychicheng.dds
Executable file
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After Width: | Height: | Size: 111 KiB |
BIN
src/gfx/event_pictures/az_cytiancheng.dds
Executable file
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After Width: | Height: | Size: 86 KiB |
BIN
src/gfx/event_pictures/az_dh1.dds
Executable file
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After Width: | Height: | Size: 110 KiB |
BIN
src/gfx/event_pictures/az_dhyxdj.dds
Executable file
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After Width: | Height: | Size: 59 KiB |
BIN
src/gfx/event_pictures/az_dohchy1.png
Executable file
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After Width: | Height: | Size: 92 KiB |
BIN
src/gfx/event_pictures/az_gczyz23.dds
Executable file
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After Width: | Height: | Size: 44 KiB |
BIN
src/gfx/event_pictures/az_hj1.dds
Executable file
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After Width: | Height: | Size: 101 KiB |
BIN
src/gfx/event_pictures/az_hjnpd.dds
Executable file
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After Width: | Height: | Size: 116 KiB |
BIN
src/gfx/event_pictures/az_huayuan.png
Executable file
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After Width: | Height: | Size: 179 KiB |
BIN
src/gfx/event_pictures/az_hxftl.dds
Executable file
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After Width: | Height: | Size: 90 KiB |
BIN
src/gfx/event_pictures/az_mowang.png
Executable file
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After Width: | Height: | Size: 98 KiB |
BIN
src/gfx/event_pictures/az_sad1.dds
Executable file
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After Width: | Height: | Size: 129 KiB |
BIN
src/gfx/event_pictures/az_sr1.dds
Executable file
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After Width: | Height: | Size: 84 KiB |
BIN
src/gfx/event_pictures/az_sr2.dds
Executable file
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After Width: | Height: | Size: 45 KiB |
BIN
src/gfx/event_pictures/az_tianchengbingbian.dds
Executable file
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After Width: | Height: | Size: 114 KiB |
BIN
src/gfx/event_pictures/az_tix3.dds
Executable file
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After Width: | Height: | Size: 122 KiB |
BIN
src/gfx/event_pictures/az_tix4.dds
Executable file
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After Width: | Height: | Size: 122 KiB |
BIN
src/gfx/event_pictures/az_tx1.dds
Executable file
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After Width: | Height: | Size: 103 KiB |
BIN
src/gfx/event_pictures/az_tx2.dds
Executable file
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After Width: | Height: | Size: 81 KiB |
BIN
src/gfx/event_pictures/az_txbisimai.dds
Executable file
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After Width: | Height: | Size: 87 KiB |