Files
azurlane-sr/src/gfx/entities/az_units_artillery.asset
2024-06-26 19:00:16 +08:00

203 lines
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Executable File

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