2024-09-17 13:43:16
1232
src/gfx/entities/az_MTG_ships.asset
Executable file
1002
src/gfx/entities/az_units_battleships_DLC.asset
Executable file
986
src/gfx/entities/az_units_heavy_cruisers_DLC.asset
Executable file
@@ -0,0 +1,986 @@
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####
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# ALGERIE
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####
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entity = {
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name = "YUW_heavy_cruiser_entity"
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||||
pdxmesh = "algerie_heavy_cruiser_mesh"
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||||
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||||
default_state = idle
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||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
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||||
event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
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||||
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
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||||
}
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||||
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||||
state = { name = "move" animation = "idle" animation_blend_time = 0.3
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||||
event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
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}
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||||
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||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { sound = { soundeffect = super_heavy_battleship_attack } }
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
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||||
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||||
game_data = {
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||||
hitmiss_effect = { time = 0.1 type = big }
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||||
hitmiss_effect = { time = 0.2 type = big }
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||||
}
|
||||
}
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||||
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||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
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||||
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||||
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
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||||
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||||
event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
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||||
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 }
|
||||
}
|
||||
}
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||||
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||||
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 }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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||||
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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||||
#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 }
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||||
#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
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||||
}
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||||
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||||
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
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||||
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } }
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||||
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||||
|
||||
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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||||
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
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 }
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||||
#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
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||||
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||||
#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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||||
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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||||
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||||
game_data = {
|
||||
hitmiss_effect = { time = 0.1 type = big }
|
||||
hitmiss_effect = { time = 0.2 type = big }
|
||||
}
|
||||
}
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||||
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||||
state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
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||||
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 }
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||||
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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||||
event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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||||
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||||
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||||
}
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||||
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||||
state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
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||||
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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||||
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||||
event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.2 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.35 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
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||||
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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||||
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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||||
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game_data = {
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||||
hitmiss_effect = { time = 0.1 type = big }
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||||
hitmiss_effect = { time = 0.3 type = big }
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||||
hitmiss_effect = { time = 0.6 type = big }
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||||
hitmiss_effect = { time = 0.8 type = big }
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||||
}
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||||
}
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||||
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||||
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
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||||
event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle" keep_particle = yes }
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||||
event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
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}
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scale = 2.0
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||||
}
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||||
####
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||||
# BALTIMORE
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||||
####
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||||
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entity = {
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name = "BYGA_heavy_cruiser_entity"
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pdxmesh = "baltimore_heavy_cruiser_mesh"
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||||
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||||
default_state = idle
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||||
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
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||||
event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
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||||
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
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||||
}
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||||
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||||
state = { name = "move" animation = "idle" animation_blend_time = 0.3
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||||
event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
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||||
}
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||||
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||||
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { sound = { soundeffect = super_heavy_battleship_attack } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
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||||
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||||
game_data = {
|
||||
hitmiss_effect = { time = 0.1 type = big }
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||||
hitmiss_effect = { time = 0.2 type = big }
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||||
}
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||||
}
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||||
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||||
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
||||
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||||
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
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||||
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event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
#event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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||||
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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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
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||||
#event = { time = 0.55 node="turret_04" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
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||||
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game_data = {
|
||||
hitmiss_effect = { time = 0.1 type = big }
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||||
hitmiss_effect = { time = 0.3 type = big }
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||||
hitmiss_effect = { time = 0.6 type = big }
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||||
hitmiss_effect = { time = 0.8 type = big }
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||||
}
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||||
}
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state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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||||
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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#event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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}
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state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
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||||
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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||||
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}
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||||
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } }
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||||
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||||
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||||
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
||||
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||||
event = { time = 0 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
event = { time = 0.1 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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||||
#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes }
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||||
#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
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||||
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||||
#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
|
||||
}
|
||||
161
src/gfx/interface/equipmentdesigner/graphic_db/00_default_naval_icons.txt
Executable file
@@ -0,0 +1,161 @@
|
||||
default = {
|
||||
battleship_naval = {
|
||||
pool = {
|
||||
icons = USA_advanced_battleship_medium
|
||||
USA_improved_battleship_medium
|
||||
advanced_battlecruiser_medium
|
||||
advanced_battleship_medium
|
||||
ENG_advanced_battleship_medium
|
||||
ENG_basic_battleship_medium
|
||||
ENG_improved_battleship_medium
|
||||
basic_battlecruiser_medium
|
||||
basic_battleship_medium
|
||||
early_battleship_medium
|
||||
early_battlecruiser_medium
|
||||
FRA_advanced_battleship_medium
|
||||
FRA_basic_battleship_medium
|
||||
FRA_improved_battleship_medium
|
||||
GER_advanced_battleship_medium
|
||||
GER_improved_battleship_medium
|
||||
improved_battlecruiser_medium
|
||||
improved_battleship_medium
|
||||
ITA_advanced_battleship_medium
|
||||
ITA_improved_battleship_medium
|
||||
JAP_heavy_battleship_medium
|
||||
JAP_heavy_battleship2_medium
|
||||
modern_battleship_medium
|
||||
modern_battlecruiser_medium
|
||||
semi_modern_battlecruiser_medium
|
||||
semi_modern_battleship_medium
|
||||
ship_hull_panzerschiff_medium
|
||||
ship_hull_pre_dreadnought_medium
|
||||
SOV_heavy_battleship_medium
|
||||
SOV_heavy_battleship2_medium
|
||||
}
|
||||
models = {
|
||||
"Bismarck_diffuse_entity"
|
||||
"king_george_v_battleship_diffuse_entity"
|
||||
"LTTORIO_diffuse_entity"
|
||||
"Missouri_battleship_diffuse_entity"
|
||||
"sovsoyuz_battleship_diffuse_entity"
|
||||
"Yamato_diffuse_entity"
|
||||
"baltimor_battleship_diffuse_entity"
|
||||
"generic_battleship_diffuse_entity"
|
||||
"generic_super_heavy_diffuse_entity"
|
||||
"ger_battleship_diffuse_entity"
|
||||
"kirov_battleship_diffuse_entity"
|
||||
"richelieu_battleship_diffuse_entity"
|
||||
"Trieste_battleship_diffuse_entity"
|
||||
"us_superheavy_diffuse_entity"
|
||||
"germanbismarckdiffuse_entity"
|
||||
}
|
||||
}
|
||||
heavy_cruiser_naval = {
|
||||
pool = {
|
||||
icons = USA_advanced_heavy_cruiser_medium
|
||||
USA_improved_heavy_cruiser_medium
|
||||
USA_basic_heavy_cruiser_medium
|
||||
advanced_heavy_cruiser_medium
|
||||
advanced_heavy_cruiser_medium
|
||||
ENG_advanced_heavy_cruiser_medium
|
||||
ENG_basic_heavy_cruiser_medium
|
||||
ENG_improved_heavy_cruiser_medium
|
||||
basic_heavy_cruiser_medium
|
||||
early_heavy_cruiser_medium
|
||||
FRA_advanced_heavy_cruiser_medium
|
||||
FRA_basic_heavy_cruiser_medium
|
||||
FRA_improved_heavy_cruiser_medium
|
||||
GER_advanced_heavy_cruiser_medium
|
||||
GER_basic_heavy_cruiser_medium
|
||||
improved_heavy_cruiser_medium
|
||||
ITA_advanced_heavy_cruiser_medium
|
||||
ITA_basic_heavy_cruiser_medium
|
||||
ITA_early_heavy_cruiser_medium
|
||||
ITA_improved_heavy_cruiser_medium
|
||||
JAP_advanced_heavy_cruiser_medium
|
||||
JAP_basic_heavy_cruiser_medium
|
||||
JAP_improved_heavy_cruiser_medium
|
||||
modern_heavy_cruiser_medium
|
||||
semi_modern_heavy_cruiser_medium
|
||||
ship_hull_cruiser_submarine_medium
|
||||
ship_hull_cruiser_coastal_defense_ship_medium
|
||||
SOV_advanced_heavy_cruiser_medium
|
||||
SOV_basic_heavy_cruiser_medium
|
||||
SOV_improved_heavy_cruiser_meadium
|
||||
torpedo_cruiser_medium
|
||||
}
|
||||
models = {
|
||||
"ALGERIE_diffuse_entity"
|
||||
"baltimor_battleship_diffuse_entity"
|
||||
"exeter_heavy_cruiser_diffuse_entity"
|
||||
"generic_heavy_cruiser_diffuse_entity"
|
||||
"ger_heavycruiser_diffuse_entity"
|
||||
"kirov_battleship_diffuse_entity"
|
||||
"Mogami_diffuse_entity"
|
||||
"Prinz_Eugen_diffuse_entity"
|
||||
"Trieste_battleship_diffuse_entity"
|
||||
"ger_cruiser_diffuse_entity"
|
||||
"germancruiserdiffuse_entity"
|
||||
}
|
||||
}
|
||||
light_cruiser_naval = {
|
||||
pool = {
|
||||
icons = advanced_light_cruiser_medium
|
||||
basic_light_crusier_medium
|
||||
early_light_crusier_medium
|
||||
improved_light_cruiser_medium
|
||||
modern_light_cruiser_medium
|
||||
semi_modern_light_cruiser_medium
|
||||
models = {
|
||||
"generic_light_cruiser_diffuse_entity"
|
||||
"ger_cruiser_diffuse_entity"
|
||||
"germancruiserdiffuse_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
carrier_naval = {
|
||||
pool = {
|
||||
icons = advanced_carrier_medium
|
||||
basic_carrier_medium
|
||||
early_carrier_medium
|
||||
modern_carrier_medium
|
||||
improved_carrier_medium
|
||||
semi_modern_carrier_medium
|
||||
ship_hull_carrier_conversion_medium
|
||||
models = {
|
||||
"generic_carrier_diffuse_entity"
|
||||
"us_carrieressex_diffuse_entity"
|
||||
"uscarrieressexdiffuse_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
destroyer_naval = {
|
||||
pool = {
|
||||
icons = advanced_destroyer_medium
|
||||
improved_destroyer_medium
|
||||
basic_destroyer_medium
|
||||
early_destroyer_medium
|
||||
modern_destroyer_medium
|
||||
semi_modern_destroyer_medium
|
||||
models = {
|
||||
"german_destroyer_diffuse_entity"
|
||||
"generic_destroyer_diffuse_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
submarine_naval = {
|
||||
pool = {
|
||||
icons = advanced_submarine_medium
|
||||
basic_submarine_medium
|
||||
early_submarine_medium
|
||||
improved_submarine_medium
|
||||
modern_submarine_medium
|
||||
semi_modern_submarine_medium
|
||||
ship_hull_midget_submarine_medium
|
||||
models = {
|
||||
"ger_sub_diffuse_entity"
|
||||
"ussubmarinediffuse_entity"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
src/gfx/leaders/BYG/haman_g.png
Executable file
|
After Width: | Height: | Size: 65 KiB |
BIN
src/gfx/leaders/BYG/yuekecheng_g.png
Executable file
|
After Width: | Height: | Size: 58 KiB |
BIN
src/gfx/leaders/DOH/anshan_g.png
Executable file
|
After Width: | Height: | Size: 62 KiB |
BIN
src/gfx/leaders/DOH/changchun_g.png
Executable file
|
After Width: | Height: | Size: 68 KiB |
BIN
src/gfx/leaders/DOH/ninghai_g.png
Executable file
|
After Width: | Height: | Size: 59 KiB |
BIN
src/gfx/leaders/DOH/pinghai_g.png
Executable file
|
After Width: | Height: | Size: 62 KiB |
BIN
src/gfx/leaders/DOH/taiyuan_g.png
Executable file
|
After Width: | Height: | Size: 62 KiB |
BIN
src/gfx/leaders/DOH/yixian_g.png
Executable file
|
After Width: | Height: | Size: 56 KiB |
BIN
src/gfx/leaders/DOH/zhenhai_g.png
Executable file
|
After Width: | Height: | Size: 64 KiB |