2024-09-17 13:43:16

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actions[bot]
2024-09-17 13:43:16 +00:00
parent 4c34d94a71
commit 63e13fe810
118 changed files with 94207 additions and 258 deletions

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

View 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"
}
}
}
}

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