#### # ALGERIE #### entity = { name = "YUW_heavy_cruiser_entity" pdxmesh = "algerie_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # BALTIMORE #### entity = { name = "BYG_heavy_cruiser_entity" pdxmesh = "baltimore_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 0.8 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # EXETER #### entity = { name = "HUJ_heavy_cruiser_entity" pdxmesh = "exeter_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 0.7 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # KIROV #### entity = { name = "BFL_heavy_cruiser_entity" pdxmesh = "kirov_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 1.2 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.7 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # MOGAMI #### entity = { name = "CHY_heavy_cruiser_entity" pdxmesh = "mogami_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.15 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.3 node="turret_05_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.15 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.15 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.3 node="turret_05_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="turret_05" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # PRINZ_EUGEN #### entity = { name = "TIX_heavy_cruiser_entity" pdxmesh = "prinz_eugen_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # TRIESTE #### entity = { name = "SAD_heavy_cruiser_entity" pdxmesh = "trieste_heavy_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.45 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.45 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.45 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.45 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 }