This commit is contained in:
@@ -27,6 +27,8 @@ jiefanglingtu_category = {
|
||||
is_controlled_by = ROOT
|
||||
}
|
||||
}
|
||||
NOT = { has_global_flag = modoption_fengkuangai_on }
|
||||
NOT = { has_global_flag = modoption_historicalbossai_on }
|
||||
}
|
||||
target_trigger = {
|
||||
FROM = {
|
||||
|
||||
@@ -2321,3 +2321,271 @@ entity = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
##缺失的部分##
|
||||
|
||||
|
||||
|
||||
entity = {
|
||||
name = "SAD_light_armor_entity"
|
||||
pdxmesh = "ITA_tank_light_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } }
|
||||
event = { time = 0 node="left_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } }
|
||||
event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } }
|
||||
event = { time = 0 node="left_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } }
|
||||
event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="left_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } }
|
||||
event = { time = 0 node="left_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } }
|
||||
event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
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 = 0.83
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "SAD_medium_armor_entity"
|
||||
pdxmesh = "ITA_tank_medium_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.25
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "SAD_heavy_armor_entity"
|
||||
pdxmesh = "ITA_tank_heavy_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = 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 }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
entity = {
|
||||
name = "CHY_light_armor_1_entity"
|
||||
pdxmesh = "JAP_tank_light_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.85
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "CHY_medium_armor_0_entity"
|
||||
pdxmesh = "JAP_tank_medium_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.2
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "CHY_heavy_armor_0_entity"
|
||||
pdxmesh = "JAP_tank_heavy_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
|
||||
scale = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
2240
src/gfx/entities/az_BBA_units_planes.asset
Executable file
2240
src/gfx/entities/az_BBA_units_planes.asset
Executable file
File diff suppressed because it is too large
Load Diff
156
src/gfx/entities/az_NSB_units_railway_guns.asset
Executable file
156
src/gfx/entities/az_NSB_units_railway_guns.asset
Executable file
@@ -0,0 +1,156 @@
|
||||
# Germany
|
||||
entity = {
|
||||
name = "TIX_railway_gun_entity"
|
||||
pdxmesh = "GER_railway_gun_mesh"
|
||||
|
||||
locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} }
|
||||
|
||||
default_state = "idle"
|
||||
|
||||
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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "GER_train_equipment_3" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 2.2 trigger_once = yes sound = { soundeffect = "GER_railway_gun" } }
|
||||
}
|
||||
scale = 0.25
|
||||
}
|
||||
|
||||
# Soviet
|
||||
entity = {
|
||||
name = "BFL_railway_gun_entity"
|
||||
pdxmesh = "SOV_railway_gun_mesh"
|
||||
|
||||
locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} }
|
||||
|
||||
default_state = "idle"
|
||||
|
||||
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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "SOV_train_equipment_3" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 2.2 trigger_once = yes sound = { soundeffect = "SOV_railway_gun" } }
|
||||
}
|
||||
scale = 0.35
|
||||
}
|
||||
|
||||
# France
|
||||
entity = {
|
||||
name = "YUW_railway_gun_entity"
|
||||
pdxmesh = "FRA_railway_gun_mesh"
|
||||
|
||||
locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} }
|
||||
|
||||
default_state = "idle"
|
||||
|
||||
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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "FRA_train_equipment_1" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 2.2 trigger_once = yes sound = { soundeffect = "FRA_railway_gun" } }
|
||||
}
|
||||
scale = 0.25
|
||||
}
|
||||
|
||||
# Britain
|
||||
entity = {
|
||||
name = "HUJ_railway_gun_entity"
|
||||
pdxmesh = "ENG_railway_gun_mesh"
|
||||
|
||||
locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} }
|
||||
|
||||
default_state = "idle"
|
||||
|
||||
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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "ENG_train_equipment_1" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 2.2 trigger_once = yes sound = { soundeffect = "ENG_railway_gun" } }
|
||||
}
|
||||
scale = 0.2
|
||||
}
|
||||
|
||||
# USA
|
||||
entity = {
|
||||
name = "BYG_railway_gun_entity"
|
||||
pdxmesh = "USA_railway_gun_mesh"
|
||||
|
||||
locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} }
|
||||
|
||||
default_state = "idle"
|
||||
|
||||
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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "USA_train_equipment_1" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 2.2 trigger_once = yes sound = { soundeffect = "USA_railway_gun" } }
|
||||
}
|
||||
scale = 0.2
|
||||
}
|
||||
|
||||
|
||||
# Japan
|
||||
entity = {
|
||||
name = "CHY_railway_gun_entity"
|
||||
pdxmesh = "JAP_railway_gun_mesh"
|
||||
|
||||
locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} }
|
||||
|
||||
default_state = "idle"
|
||||
|
||||
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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "JPN_train_equipment_3" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes }
|
||||
event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes }
|
||||
event = { time = 2.2 trigger_once = yes sound = { soundeffect = "JPN_railway_gun" } }
|
||||
}
|
||||
scale = 0.2
|
||||
}
|
||||
@@ -2101,3 +2101,709 @@ entity = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
##缺失的部分##
|
||||
|
||||
#Strv m21
|
||||
entity = {
|
||||
name = "DOH_iw_armor_entity"
|
||||
pdxmesh = "SWE_iw_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="barrel" 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 = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="barrel" 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.4
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "DOH_light_armor_0_entity"
|
||||
pdxmesh = "SWI_light_tank_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 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 = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#Strv m39 (L60 II)
|
||||
entity = {
|
||||
name = "DOH_light_armor_1_entity"
|
||||
pdxmesh = "SWE_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#Strv m40 (L60 III)
|
||||
entity = {
|
||||
name = "DOH_light_armor_2_entity"
|
||||
pdxmesh = "SWE_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#Strv m/40L (L60S III)
|
||||
entity = {
|
||||
name = "DOH_light_tank_destroyer_brigade_1_entity"
|
||||
pdxmesh = "SWE_light_tank_destroyer_brigade_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes }
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } #uses medium_armour_fire instead of DLC SFX alliance_tank_cannon_fire_small
|
||||
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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#L-62 Anti II
|
||||
entity = {
|
||||
name = "DOH_light_sp_anti_air_brigade_0_entity"
|
||||
pdxmesh = "SWE_light_sp_anti_air_brigade_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } }
|
||||
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.6
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#T-28
|
||||
entity = {
|
||||
name = "DOH_medium_gw_armor_0_entity"
|
||||
pdxmesh = "FIN_medium_gw_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 = 0.4
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#Panzer IV (with leaf camo)
|
||||
entity = {
|
||||
name = "DOH_medium_armor_entity"
|
||||
pdxmesh = "FIN_medium_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.5
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#Sturmgeschütz III (with wooden logs)
|
||||
entity = {
|
||||
name = "DOH_medium_tank_destroyer_brigade_0_entity"
|
||||
pdxmesh = "FIN_medium_tank_destroyer_brigade_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} #Uses vanilla SFX instead of DLC bound ger_heavy_tank_destroyer_fire
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" }
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
##########################
|
||||
# GROSSTRAKTOR (GER_heavy_armor_0)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "DOH_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
|
||||
}
|
||||
}
|
||||
|
||||
#T-28
|
||||
entity = {
|
||||
name = "DOH_medium_gw_armor_0_entity"
|
||||
pdxmesh = "SOV_medium_gw_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 = 0.4
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "DOH_heavy_armor_1_entity"
|
||||
pdxmesh = "SOV_tank_heavy_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = 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 }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.05
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#KV2
|
||||
entity = {
|
||||
name = "DOH_heavy_sp_artillery_brigade_1_entity"
|
||||
pdxmesh = "SOV_heavy_sp_artillery_brigade_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = 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 }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.75
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# IS-2 (SOV_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
entity = {
|
||||
name = "DOH_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 = "DOH_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 = "DOH_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
|
||||
}
|
||||
}
|
||||
@@ -42,6 +42,50 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "YUW_light_armor_1_entity"
|
||||
pdxmesh = "FRA_tank_light_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 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 = 1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.25
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# AMX 12 (FRA_light_armor_2)
|
||||
##########################
|
||||
@@ -89,6 +133,46 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "YUW_medium_armor_0_entity"
|
||||
pdxmesh = "FRA_tank_medium_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# S35 (FRA_medium_armor_1)
|
||||
##########################
|
||||
@@ -180,6 +264,49 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "YUW_heavy_armor_0_entity"
|
||||
pdxmesh = "FRA_tank_heavy_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = 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 }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.0
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# ARL 44 (FRA_heavy_armor_1)
|
||||
##########################
|
||||
|
||||
@@ -48,6 +48,45 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
entity = {
|
||||
name = "TIX_light_armor_1_entity"
|
||||
pdxmesh = "GER_tank_light_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "rifle_muzzle_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
|
||||
scale = 0.7
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# LEOPARD VK1602 (GER_light_armor_2)
|
||||
##########################
|
||||
@@ -139,6 +178,50 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "TIX_medium_armor_1_entity"
|
||||
pdxmesh = "GER_tank_medium_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="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 = 0.95
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##########################
|
||||
# PANTHER (GER_medium_armor_2)
|
||||
##########################
|
||||
@@ -233,6 +316,50 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "TIX_heavy_armor_1_entity"
|
||||
pdxmesh = "GER_tank_heavy_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }}
|
||||
}
|
||||
state = { name = "death" animation = "death" 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 = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# KING TIGER (GER_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
@@ -1634,7 +1634,50 @@ entity = {
|
||||
pdxmesh = "DOH_infantry_weapon_mg_mesh"
|
||||
scale = 1.0
|
||||
}
|
||||
#远征军
|
||||
entity = {
|
||||
clone = "DOH_infantry_entity"
|
||||
name = "DH1_infantry_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "DOH_infantry_2_entity"
|
||||
name = "DH1_infantry_2_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "DOH_infantry_2_entity"
|
||||
name = "DH1_infantry_3_entity"
|
||||
}
|
||||
|
||||
entity = {
|
||||
clone = "DOH_infantry_weapon_rifle_right_entity"
|
||||
name = "DH1_infantry_weapon_rifle_right_entity"
|
||||
scale = 1.0
|
||||
}
|
||||
|
||||
entity = {
|
||||
clone = "DOH_infantry_weapon_rifle_left_entity"
|
||||
name = "DH1_infantry_weapon_rifle_left_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "DOH_infantry_weapon_rifle_long_idle_entity"
|
||||
name = "DH1_infantry_weapon_rifle_long_idle_entity"
|
||||
scale = 1.0
|
||||
}
|
||||
|
||||
entity = {
|
||||
clone = "DOH_infantry_weapon_mg_left_entity"
|
||||
name = "DH1_infantry_weapon_mg_left_entity"
|
||||
scale = 1.0
|
||||
}
|
||||
|
||||
entity = {
|
||||
clone = "DOH_infantry_weapon_mg_right_entity"
|
||||
name = "DH1_infantry_weapon_mg_right_entity"
|
||||
}
|
||||
entity = {
|
||||
clone = "DOH_infantry_weapon_mg_long_idle_entity"
|
||||
name = "DH1_infantry_weapon_mg_long_idle_entity"
|
||||
}
|
||||
|
||||
##北联##
|
||||
entity = {
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -42,6 +42,49 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BFL_light_armor_1_entity"
|
||||
pdxmesh = "SOV_tank_light_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 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 = 0.86
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-60 (SOV_light_armor_2)
|
||||
##########################
|
||||
@@ -133,6 +176,49 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BFL_medium_armor_1_entity"
|
||||
pdxmesh = "SOV_tank_medium_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# T-44 (SOV_medium_armor_2)
|
||||
##########################
|
||||
@@ -224,6 +310,138 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
#T-28
|
||||
entity = {
|
||||
name = "BFL_medium_gw_armor_0_entity"
|
||||
pdxmesh = "SOV_medium_gw_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 = 0.4
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BFL_heavy_armor_1_entity"
|
||||
pdxmesh = "SOV_tank_heavy_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = 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 }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.05
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
#KV2
|
||||
entity = {
|
||||
name = "BFL_heavy_sp_artillery_brigade_1_entity"
|
||||
pdxmesh = "SOV_heavy_sp_artillery_brigade_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = 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 }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.75
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##########################
|
||||
# IS-2 (SOV_heavy_armor_2)
|
||||
##########################
|
||||
|
||||
@@ -42,6 +42,49 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BYG_light_armor_1_entity"
|
||||
pdxmesh = "USA_tank_light_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 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 = 0.85
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
##################
|
||||
# M24 Chaffee (USA_light_armor_2)
|
||||
##################
|
||||
@@ -130,6 +173,50 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
entity = {
|
||||
name = "BYG_medium_armor_1_entity"
|
||||
pdxmesh = "USA_tank_medium_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_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
|
||||
}
|
||||
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
|
||||
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 1.1
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##################
|
||||
# T20 (USA_medium_armor_2)
|
||||
##################
|
||||
@@ -268,6 +355,48 @@ entity = {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
entity = {
|
||||
name = "BYG_heavy_armor_2_entity"
|
||||
pdxmesh = "USA_tank_heavy_mesh"
|
||||
|
||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
|
||||
state = { name = "move" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
|
||||
event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
|
||||
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
|
||||
}
|
||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
||||
event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
|
||||
event = { time = 0 node="barrel" particle = "heavy_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
|
||||
}
|
||||
|
||||
scale = 0.9
|
||||
|
||||
game_data = {
|
||||
texture_anim_speed = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
##################
|
||||
# T95 (USA_super_heavy_armor)
|
||||
##################
|
||||
|
||||
@@ -1334,6 +1334,18 @@
|
||||
attach = { name = "vehicle" vehicle = "generic_motorized_vehicle_entity" }
|
||||
attach = { name = "infantry" infantry = "DOH_vehicle_infantry_rifle_entity" }
|
||||
}
|
||||
entity = {
|
||||
name = "DH1_vehicle_infantry_rifle_entity"
|
||||
clone = "DOH_vehicle_infantry_rifle_entity"
|
||||
}
|
||||
entity = {
|
||||
name = "DH1_motorized_entity"
|
||||
clone = "DOH_motorized_entity"
|
||||
}
|
||||
entity = {
|
||||
name = "DH1_mechanized_entity"
|
||||
clone = "DOH_mechanized_entity"
|
||||
}
|
||||
entity = {
|
||||
name = "SIR_vehicle_infantry_rifle_entity"
|
||||
pdxmesh = "SIR_infantry_rifle_mesh"
|
||||
|
||||
Binary file not shown.
Binary file not shown.
BIN
src/gfx/models/units/SOV_infantry_diffuse_re.dds
Executable file
BIN
src/gfx/models/units/SOV_infantry_diffuse_re.dds
Executable file
Binary file not shown.
BIN
src/gfx/models/units/YUM_infantry_diffuse.dds
Executable file
BIN
src/gfx/models/units/YUM_infantry_diffuse.dds
Executable file
Binary file not shown.
BIN
src/gfx/models/units/YUW_infantry.mesh
Executable file
BIN
src/gfx/models/units/YUW_infantry.mesh
Executable file
Binary file not shown.
BIN
src/gfx/models/units/YUW_infantry_diffuse.dds
Executable file
BIN
src/gfx/models/units/YUW_infantry_diffuse.dds
Executable file
Binary file not shown.
BIN
src/gfx/models/units/default_infantry_normal.dds
Executable file
BIN
src/gfx/models/units/default_infantry_normal.dds
Executable file
Binary file not shown.
BIN
src/gfx/models/units/default_infantry_spec.dds
Executable file
BIN
src/gfx/models/units/default_infantry_spec.dds
Executable file
Binary file not shown.
@@ -1,14 +1,14 @@
|
||||
l_simp_chinese:
|
||||
gengxinshuoming_title2:0"1.792更新内容"
|
||||
gengxinshuoming_text2:"0.更新了历史挑战模式,在疯狂AI下面开启。\n1.为铁血黑线添加了权利平衡系统与相关事件链,建议在历史挑战模式下游玩获得最佳体验。\n2.加强了对地型机载舰娘。\n\n部分国家开局最下面的决议里有政治线路线指南。\nMOD交流群539127559。"
|
||||
gengxinshuoming_title2:0"1.794更新内容"
|
||||
gengxinshuoming_text2:"0.更新了历史挑战模式,在疯狂AI下面开启。\n§R预计在国庆前对疯狂AI进行改版(§C自选难度§!)并添加天堂之战模式§!\n1.东煌与重樱添加了大量新内阁。\n2.感谢佩克拉为北联和鸢尾制作的全新兵模,北联为少前2-波波沙,鸢尾为恶毒。\n3.修补了各国缺失的原版坦克模型,并为主要舰娘国添加了原版飞机与列车炮模型。\n\n部分国家开局最下面的决议里有政治线路线指南。\nMOD交流群539127559。"
|
||||
az_openstart_button_tooltip:0"打开碧蓝MOD开始界面"
|
||||
dancingxiaotiancheng_tooltip:0"§RDancing~§! §CDancing~§! §YNon Stop§! §Bmy§! §GDancing~§!"
|
||||
az_start_mainwindow_stratgame_btn_tooltip:0"§Y◆注意◆§!确认你已完成所有MOD设定,点击开始游戏后将§R无法更改§!任何设定§Y◆注意◆§!"
|
||||
gengxinshuoming_title1:0"贡献者名单"
|
||||
gengxinshuoming_text1:0" 碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。"
|
||||
gengxinshuoming_text1:0" 碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,重樱新国策和北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-刘维尔超算符制作的东煌和东煌远征军国策树与相关决议事件\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀、佩克拉、Cayins……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。"
|
||||
gengxinshuoming_to_gonglue_btn_text:"本国攻略"
|
||||
gengxinshuoming_to_gonglue_btn_text_tt:"点击查看[ROOT.Getname]的背景介绍及玩法攻略"
|
||||
gengxinshuoming_text3:0"碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:HGeorin、刘维尔超算符、彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。"
|
||||
gengxinshuoming_text3:0"碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:HGeorin、彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀、佩克拉、Cayins……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。"
|
||||
|
||||
wanfagonglue_title1:0"[ROOT.Getname]背景介绍及攻略"
|
||||
wanfagonglue_text1:"[wanfagonglue_text1_sl]"
|
||||
|
||||
Reference in New Issue
Block a user