2024-09-19 12:30:55
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actions[bot]
2024-09-19 12:30:55 +00:00
parent d6464447e3
commit 7f6d3f93cc
4 changed files with 3 additions and 3220 deletions

View File

@@ -673,6 +673,9 @@ country_event = {
desc = DH1_event.778.d desc = DH1_event.778.d
picture = GFX_aze_hit picture = GFX_aze_hit
is_triggered_only = yes is_triggered_only = yes
immediate = {
set_country_flag = DH1_jieshoushouling
}
option = { option = {
name = DH1_event.778.a name = DH1_event.778.a
ai_chance = { ai_chance = {

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@@ -1,986 +0,0 @@
####
# 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
}