203 lines
12 KiB
Plaintext
Executable File
203 lines
12 KiB
Plaintext
Executable File
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##########################
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# ENGLAND / COMMONWEALTH #
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##########################
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entity = {
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name = "commonwealth_gfx_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "commonwealth_gfx_infantry_entity" }
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}
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entity = {
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name = "YUW_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "FRA_infantry_entity" }
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}
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entity = {
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name = "TIX_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "GER_infantry_entity" }
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}
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entity = {
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name = "SAD_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "ITA_infantry_entity" }
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}
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entity = {
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name = "BFL_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "SOV_infantry_entity" }
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}
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entity = {
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name = "BYG_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "USA_infantry_entity" }
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}
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entity = {
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name = "CHY_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
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event = { sound = { soundeffect = artillery_unit_fire_01 } }
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}
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
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event = { sound = { soundeffect = artillery_unit_fire_01 } }
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}
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "JAP_infantry_entity" }
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}
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entity = {
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name = "SIR_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
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event = { sound = { soundeffect = artillery_unit_fire_01 } }
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}
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
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event = { sound = { soundeffect = artillery_unit_fire_01 } }
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}
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "SIR_infantry_entity" }
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}
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entity = {
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name = "DOH_artillery_entity"
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pdxmesh = "frame_artillery_mesh"
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default_state = "idle"
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
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state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
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event = { sound = { soundeffect = artillery_unit_fire_01 } }
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}
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state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
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event = { sound = { soundeffect = artillery_unit_fire_01 } }
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}
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state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
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scale = 1
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attach = { name = artillery artillery = "artillery_gun_entity" }
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attach = { name = infantry infantry = "DOH_infantry_entity" }
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}
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