2024-06-26 20:31:17

This commit is contained in:
actions[bot]
2024-06-26 20:31:17 +08:00
parent ed7dc34237
commit ac6195ac46
6808 changed files with 624025 additions and 0 deletions

432
src/gfx/entities/ATUP_tanks.gfx Executable file
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objectTypes = {
pdxmesh = {
name = "GER_heavy_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/GER_heavy_tank_artillery_1.mesh"
animation = { id = "idle" type = "GER_heavy_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "GER_heavy_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "GER_heavy_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "GER_heavy_tank_destroyer_0_mesh"
file = "gfx/models/units/tanks/GER_heavy_tank_destroyer_0.mesh"
animation = { id = "idle" type = "GER_heavy_tank_destroyer_0_idle_animation" }
animation = { id = "move" type = "GER_heavy_tank_destroyer_0_moving_animation" }
animation = { id = "attack" type = "GER_heavy_tank_destroyer_0_attack_animation" }
}
pdxmesh = {
name = "GER_heavy_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/GER_heavy_tank_destroyer_1.mesh"
animation = { id = "idle" type = "GER_heavy_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "GER_heavy_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "GER_heavy_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "GER_heavy_tank_destroyer_2_mesh"
file = "gfx/models/units/tanks/GER_heavy_tank_destroyer_2.mesh"
animation = { id = "idle" type = "GER_heavy_tank_destroyer_2_idle_animation" }
animation = { id = "move" type = "GER_heavy_tank_destroyer_2_moving_animation" }
animation = { id = "attack" type = "GER_heavy_tank_destroyer_2_attack_animation" }
}
pdxmesh = {
name = "GER_light_tank_aa_0_mesh"
file = "gfx/models/units/tanks/GER_light_tank_aa_0.mesh"
animation = { id = "idle" type = "GER_light_tank_aa_0_idle_animation" }
animation = { id = "move" type = "GER_light_tank_aa_0_moving_animation" }
animation = { id = "attack" type = "GER_light_tank_aa_0_attack_animation" }
}
pdxmesh = {
name = "GER_light_tank_artillery_0_mesh"
file = "gfx/models/units/tanks/GER_light_tank_artillery_0.mesh"
animation = { id = "idle" type = "GER_light_tank_artillery_0_idle_animation" }
animation = { id = "move" type = "GER_light_tank_artillery_0_moving_animation" }
animation = { id = "attack" type = "GER_light_tank_artillery_0_attack_animation" }
}
pdxmesh = {
name = "GER_light_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/GER_light_tank_artillery_1.mesh"
animation = { id = "idle" type = "GER_light_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "GER_light_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "GER_light_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "GER_light_tank_destroyer_0_mesh"
file = "gfx/models/units/tanks/GER_light_tank_destroyer_0.mesh"
animation = { id = "idle" type = "GER_light_tank_destroyer_0_idle_animation" }
animation = { id = "move" type = "GER_light_tank_destroyer_0_moving_animation" }
animation = { id = "attack" type = "GER_light_tank_destroyer_0_attack_animation" }
}
pdxmesh = {
name = "GER_light_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/GER_light_tank_destroyer_1.mesh"
animation = { id = "idle" type = "GER_light_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "GER_light_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "GER_light_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_aa_0_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_aa_0.mesh"
animation = { id = "idle" type = "GER_medium_tank_aa_0_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_aa_0_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_aa_0_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_aa_1_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_aa_1.mesh"
animation = { id = "idle" type = "GER_medium_tank_aa_1_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_aa_1_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_aa_1_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_aa_2_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_aa_2.mesh"
animation = { id = "idle" type = "GER_medium_tank_aa_2_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_aa_2_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_aa_2_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_artillery_0_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_artillery_0.mesh"
animation = { id = "idle" type = "GER_medium_tank_artillery_0_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_artillery_0_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_artillery_0_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_artillery_1.mesh"
animation = { id = "idle" type = "GER_medium_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_artillery_2_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_artillery_2.mesh"
animation = { id = "idle" type = "GER_medium_tank_artillery_2_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_artillery_2_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_artillery_2_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_destroyer_0_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_destroyer_0.mesh"
animation = { id = "idle" type = "GER_medium_tank_destroyer_0_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_destroyer_0_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_destroyer_0_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_destroyer_1.mesh"
animation = { id = "idle" type = "GER_medium_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "GER_medium_tank_destroyer_2_mesh"
file = "gfx/models/units/tanks/GER_medium_tank_destroyer_2.mesh"
animation = { id = "idle" type = "GER_medium_tank_destroyer_2_idle_animation" }
animation = { id = "move" type = "GER_medium_tank_destroyer_2_moving_animation" }
animation = { id = "attack" type = "GER_medium_tank_destroyer_2_attack_animation" }
}
pdxmesh = {
name = "GER_modern_tank_aa_0_mesh"
file = "gfx/models/units/tanks/GER_modern_tank_aa_0.mesh"
animation = { id = "idle" type = "GER_modern_tank_aa_0_idle_animation" }
animation = { id = "move" type = "GER_modern_tank_aa_0_moving_animation" }
animation = { id = "attack" type = "GER_modern_tank_aa_0_attack_animation" }
}
pdxmesh = {
name = "ITA_heavy_tank_2_mesh"
file = "gfx/models/units/tanks/ITA_heavy_tank_2.mesh"
animation = { id = "idle" type = "ITA_heavy_tank_2_idle_animation" }
animation = { id = "move" type = "ITA_heavy_tank_2_moving_animation" }
animation = { id = "attack" type = "ITA_heavy_tank_2_attack_animation" }
}
pdxmesh = {
name = "ITA_heavy_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/ITA_heavy_tank_artillery_1.mesh"
animation = { id = "idle" type = "ITA_heavy_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "ITA_heavy_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "ITA_heavy_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "ITA_light_tank_1_mesh"
file = "gfx/models/units/tanks/ITA_light_tank_1.mesh"
animation = { id = "idle" type = "ITA_light_tank_1_idle_animation" }
animation = { id = "move" type = "ITA_light_tank_1_moving_animation" }
animation = { id = "attack" type = "ITA_light_tank_1_attack_animation" }
}
pdxmesh = {
name = "ITA_light_tank_destroyer_0_mesh"
file = "gfx/models/units/tanks/ITA_light_tank_destroyer_0.mesh"
animation = { id = "idle" type = "ITA_light_tank_destroyer_0_idle_animation" }
animation = { id = "move" type = "ITA_light_tank_destroyer_0_moving_animation" }
animation = { id = "attack" type = "ITA_light_tank_destroyer_0_attack_animation" }
}
pdxmesh = {
name = "ITA_light_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/ITA_light_tank_destroyer_1.mesh"
animation = { id = "idle" type = "ITA_light_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "ITA_light_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "ITA_light_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "ITA_mechanized_equipment_1_mesh"
file = "gfx/models/units/tanks/ITA_mechanized_equipment_1.mesh"
animation = { id = "idle" type = "ITA_mechanized_equipment_1_idle_animation" }
animation = { id = "move" type = "ITA_mechanized_equipment_1_moving_animation" }
}
pdxmesh = {
name = "ITA_medium_tank_1_mesh"
file = "gfx/models/units/tanks/ITA_medium_tank_1.mesh"
animation = { id = "idle" type = "ITA_medium_tank_1_idle_animation" }
animation = { id = "move" type = "ITA_medium_tank_1_moving_animation" }
animation = { id = "attack" type = "ITA_medium_tank_1_attack_animation" }
}
pdxmesh = {
name = "ITA_medium_tank_aa_2_mesh"
file = "gfx/models/units/tanks/ITA_medium_tank_aa_2.mesh"
animation = { id = "idle" type = "ITA_medium_tank_aa_2_idle_animation" }
animation = { id = "move" type = "ITA_medium_tank_aa_2_moving_animation" }
animation = { id = "attack" type = "ITA_medium_tank_aa_2_attack_animation" }
}
pdxmesh = {
name = "ITA_medium_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/ITA_medium_tank_artillery_1.mesh"
animation = { id = "idle" type = "ITA_medium_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "ITA_medium_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "ITA_medium_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "ITA_medium_tank_artillery_2_mesh"
file = "gfx/models/units/tanks/ITA_medium_tank_artillery_2.mesh"
animation = { id = "idle" type = "ITA_medium_tank_artillery_2_idle_animation" }
animation = { id = "move" type = "ITA_medium_tank_artillery_2_moving_animation" }
animation = { id = "attack" type = "ITA_medium_tank_artillery_2_attack_animation" }
}
pdxmesh = {
name = "ITA_medium_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/ITA_medium_tank_destroyer_1.mesh"
animation = { id = "idle" type = "ITA_medium_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "ITA_medium_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "ITA_medium_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "ITA_medium_tank_destroyer_2_mesh"
file = "gfx/models/units/tanks/ITA_medium_tank_destroyer_2.mesh"
animation = { id = "idle" type = "ITA_medium_tank_destroyer_2_idle_animation" }
animation = { id = "move" type = "ITA_medium_tank_destroyer_2_moving_animation" }
animation = { id = "attack" type = "ITA_medium_tank_destroyer_2_attack_animation" }
}
pdxmesh = {
name = "JAP_heavy_tank_1_mesh"
file = "gfx/models/units/tanks/JAP_heavy_tank_1.mesh"
animation = { id = "idle" type = "JAP_heavy_tank_1_idle_animation" }
animation = { id = "move" type = "JAP_heavy_tank_1_moving_animation" }
animation = { id = "attack" type = "JAP_heavy_tank_1_attack_animation" }
}
pdxmesh = {
name = "JAP_heavy_tank_2_mesh"
file = "gfx/models/units/tanks/JAP_heavy_tank_2.mesh"
animation = { id = "idle" type = "JAP_heavy_tank_2_idle_animation" }
animation = { id = "move" type = "JAP_heavy_tank_2_moving_animation" }
animation = { id = "attack" type = "JAP_heavy_tank_2_attack_animation" }
}
pdxmesh = {
name = "JAP_heavy_tank_artillery_0_mesh"
file = "gfx/models/units/tanks/JAP_heavy_tank_artillery_0.mesh"
animation = { id = "idle" type = "JAP_heavy_tank_artillery_0_idle_animation" }
animation = { id = "move" type = "JAP_heavy_tank_artillery_0_moving_animation" }
animation = { id = "attack" type = "JAP_heavy_tank_artillery_0_attack_animation" }
}
pdxmesh = {
name = "JAP_heavy_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/JAP_heavy_tank_artillery_1.mesh"
animation = { id = "idle" type = "JAP_heavy_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "JAP_heavy_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "JAP_heavy_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "JAP_heavy_tank_destroyer_0_mesh"
file = "gfx/models/units/tanks/JAP_heavy_tank_destroyer_0.mesh"
animation = { id = "idle" type = "JAP_heavy_tank_destroyer_0_idle_animation" }
animation = { id = "move" type = "JAP_heavy_tank_destroyer_0_moving_animation" }
animation = { id = "attack" type = "JAP_heavy_tank_destroyer_0_attack_animation" }
}
pdxmesh = {
name = "JAP_heavy_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/JAP_heavy_tank_destroyer_1.mesh"
animation = { id = "idle" type = "JAP_heavy_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "JAP_heavy_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "JAP_heavy_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "JAP_light_tank_0_mesh"
file = "gfx/models/units/tanks/JAP_light_tank_0.mesh"
animation = { id = "idle" type = "JAP_light_tank_0_idle_animation" }
animation = { id = "move" type = "JAP_light_tank_0_moving_animation" }
animation = { id = "attack" type = "JAP_light_tank_0_attack_animation" }
}
pdxmesh = {
name = "JAP_light_tank_2_mesh"
file = "gfx/models/units/tanks/JAP_light_tank_2.mesh"
animation = { id = "idle" type = "JAP_light_tank_2_idle_animation" }
animation = { id = "move" type = "JAP_light_tank_2_moving_animation" }
animation = { id = "attack" type = "JAP_light_tank_2_attack_animation" }
}
pdxmesh = {
name = "JAP_light_tank_aa_1_mesh"
file = "gfx/models/units/tanks/JAP_light_tank_aa_1.mesh"
animation = { id = "idle" type = "JAP_light_tank_aa_1_idle_animation" }
animation = { id = "move" type = "JAP_light_tank_aa_1_moving_animation" }
animation = { id = "attack" type = "JAP_light_tank_aa_1_attack_animation" }
}
pdxmesh = {
name = "JAP_light_tank_aa_2_mesh"
file = "gfx/models/units/tanks/JAP_light_tank_aa_2.mesh"
animation = { id = "idle" type = "JAP_light_tank_aa_2_idle_animation" }
animation = { id = "move" type = "JAP_light_tank_aa_2_moving_animation" }
animation = { id = "attack" type = "JAP_light_tank_aa_2_attack_animation" }
}
pdxmesh = {
name = "JAP_light_tank_artillery_2_mesh"
file = "gfx/models/units/tanks/JAP_light_tank_artillery_2.mesh"
animation = { id = "idle" type = "JAP_light_tank_artillery_2_idle_animation" }
animation = { id = "move" type = "JAP_light_tank_artillery_2_moving_animation" }
animation = { id = "attack" type = "JAP_light_tank_artillery_2_attack_animation" }
}
pdxmesh = {
name = "JAP_light_tank_destroyer_2_mesh"
file = "gfx/models/units/tanks/JAP_light_tank_destroyer_2.mesh"
animation = { id = "idle" type = "JAP_light_tank_destroyer_2_idle_animation" }
animation = { id = "move" type = "JAP_light_tank_destroyer_2_moving_animation" }
animation = { id = "attack" type = "JAP_light_tank_destroyer_2_attack_animation" }
}
pdxmesh = {
name = "JAP_mechanized_equipment_0_mesh"
file = "gfx/models/units/tanks/JAP_mechanized_equipment_0.mesh"
animation = { id = "idle" type = "JAP_mechanized_equipment_0_idle_animation" }
animation = { id = "move" type = "JAP_mechanized_equipment_0_moving_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_1_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_1.mesh"
animation = { id = "idle" type = "JAP_medium_tank_1_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_1_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_1_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_2_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_2.mesh"
animation = { id = "idle" type = "JAP_medium_tank_2_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_2_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_2_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_artillery_0_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_artillery_0.mesh"
animation = { id = "idle" type = "JAP_medium_tank_artillery_0_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_artillery_0_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_artillery_0_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_artillery_1_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_artillery_1.mesh"
animation = { id = "idle" type = "JAP_medium_tank_artillery_1_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_artillery_1_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_artillery_1_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_artillery_2_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_artillery_2.mesh"
animation = { id = "idle" type = "JAP_medium_tank_artillery_2_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_artillery_2_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_artillery_2_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_destroyer_0_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_destroyer_0.mesh"
animation = { id = "idle" type = "JAP_medium_tank_destroyer_0_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_destroyer_0_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_destroyer_0_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_destroyer_1_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_destroyer_1.mesh"
animation = { id = "idle" type = "JAP_medium_tank_destroyer_1_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_destroyer_1_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_destroyer_1_attack_animation" }
}
pdxmesh = {
name = "JAP_medium_tank_destroyer_2_mesh"
file = "gfx/models/units/tanks/JAP_medium_tank_destroyer_2.mesh"
animation = { id = "idle" type = "JAP_medium_tank_destroyer_2_idle_animation" }
animation = { id = "move" type = "JAP_medium_tank_destroyer_2_moving_animation" }
animation = { id = "attack" type = "JAP_medium_tank_destroyer_2_attack_animation" }
}
pdxmesh = {
name = "JAP_modern_armor_mesh"
file = "gfx/models/units/tanks/JAP_modern_armor.mesh"
animation = { id = "idle" type = "JAP_modern_armor_idle_animation" }
animation = { id = "move" type = "JAP_modern_armor_moving_animation" }
animation = { id = "attack" type = "JAP_modern_armor_attack_animation" }
}
pdxmesh = {
name = "JAP_super_heavy_tank_mesh"
file = "gfx/models/units/tanks/JAP_super_heavy_tank.mesh"
animation = { id = "idle" type = "JAP_super_heavy_tank_idle_animation" }
animation = { id = "move" type = "JAP_super_heavy_tank_moving_animation" }
animation = { id = "attack" type = "JAP_super_heavy_tank_attack_animation" }
}
}

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@@ -0,0 +1,99 @@
objectTypes = {
##########################
# Matilda (ENG_light_armor_1)
##########################
pdxmesh = {
name = "ENG_light_armor_1_mesh"
file = "gfx/models/units/tanks/ENG_light_armor_1.mesh"
animation = { id = "idle" type = "ENG_light_armor_1_idle_animation" }
animation = { id = "move" type = "ENG_light_armor_1_moving_animation" }
animation = { id = "attack" type = "ENG_light_armor_1_attack_animation" }
}
##########################
# Valentine (ENG_light_armor_2)
##########################
pdxmesh = {
name = "ENG_light_armor_2_mesh"
file = "gfx/models/units/tanks/ENG_light_armor_2.mesh"
animation = { id = "idle" type = "ENG_light_armor_2_idle_animation" }
animation = { id = "move" type = "ENG_light_armor_2_moving_animation" }
animation = { id = "attack" type = "ENG_light_armor_2_attack_animation" }
}
##########################
# Cromwell (ENG_medium_armor_1)
##########################
pdxmesh = {
name = "ENG_medium_armor_1_mesh"
file = "gfx/models/units/tanks/ENG_medium_armor_1.mesh"
animation = { id = "idle" type = "ENG_medium_armor_1_idle_animation" }
animation = { id = "move" type = "ENG_medium_armor_1_moving_animation" }
animation = { id = "attack" type = "ENG_medium_armor_1_attack_animation" }
}
##########################
# Vickers (ENG_heavy_armor_0)
##########################
pdxmesh = {
name = "ENG_heavy_armor_0_mesh"
file = "gfx/models/units/tanks/ENG_heavy_armor_0.mesh"
animation = { id = "idle" type = "ENG_heavy_armor_0_idle_animation" }
animation = { id = "move" type = "ENG_heavy_armor_0_moving_animation" }
animation = { id = "attack" type = "ENG_heavy_armor_0_attack_animation" }
}
##########################
# Comet I (A34) (ENG_medium_armor_2)
##########################
pdxmesh = {
name = "ENG_medium_armor_2_mesh"
file = "gfx/models/units/tanks/ENG_medium_armor_2.mesh"
animation = { id = "idle" type = "ENG_medium_armor_2_idle_animation" }
animation = { id = "move" type = "ENG_medium_armor_2_moving_animation" }
animation = { id = "attack" type = "ENG_medium_armor_2_attack_animation" }
}
##########################
# Black Prince (ENG_heavy_armor_2)
##########################
pdxmesh = {
name = "ENG_heavy_armor_2_mesh"
file = "gfx/models/units/tanks/ENG_heavy_armor_2.mesh"
animation = { id = "idle" type = "ENG_heavy_armor_2_idle_animation" }
animation = { id = "move" type = "ENG_heavy_armor_2_moving_animation" }
animation = { id = "attack" type = "ENG_heavy_armor_2_attack_animation" }
}
##########################
# Tortoise (ENG_super_heavy_armor)
##########################
pdxmesh = {
name = "ENG_super_heavy_armor_mesh"
file = "gfx/models/units/tanks/ENG_super_heavy_armor.mesh"
animation = { id = "idle" type = "ENG_super_heavy_armor_idle_animation" }
animation = { id = "move" type = "ENG_super_heavy_armor_moving_animation" }
animation = { id = "attack" type = "ENG_super_heavy_armor_attack_animation" }
}
##########################
# Centurion (ENG_modern_armor)
##########################
pdxmesh = {
name = "ENG_modern_armor_mesh"
file = "gfx/models/units/tanks/ENG_modern_armor.mesh"
animation = { id = "idle" type = "ENG_modern_armor_idle_animation" }
animation = { id = "move" type = "ENG_modern_armor_moving_animation" }
animation = { id = "attack" type = "ENG_modern_armor_attack_animation" }
}
}

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objectTypes = {
##########################
# H35 (FRA_light_armor_0)
##########################
pdxmesh = {
name = "FRA_light_armor_0_mesh"
file = "gfx/models/units/tanks/FRA_light_armor_0.mesh"
animation = { id = "idle" type = "FRA_light_armor_0_idle_animation" }
animation = { id = "move" type = "FRA_light_armor_0_moving_animation" }
animation = { id = "attack" type = "FRA_light_armor_0_attack_animation" }
}
##########################
# AMX 12 (FRA_light_armor_2)
##########################
pdxmesh = {
name = "FRA_light_armor_2_mesh"
file = "gfx/models/units/tanks/FRA_light_armor_2.mesh"
animation = { id = "idle" type = "FRA_light_armor_2_idle_animation" }
animation = { id = "move" type = "FRA_light_armor_2_moving_animation" }
animation = { id = "attack" type = "FRA_light_armor_2_attack_animation" }
}
##########################
# S35 (FRA_medium_armor_1)
##########################
pdxmesh = {
name = "FRA_medium_armor_1_mesh"
file = "gfx/models/units/tanks/FRA_medium_armor_1.mesh"
animation = { id = "idle" type = "FRA_medium_armor_1_idle_animation" }
animation = { id = "move" type = "FRA_medium_armor_1_moving_animation" }
animation = { id = "attack" type = "FRA_medium_armor_1_attack_animation" }
}
##########################
# Sarl 42 (FRA_medium_armor_2)
##########################
pdxmesh = {
name = "FRA_medium_armor_2_mesh"
file = "gfx/models/units/tanks/FRA_medium_armor_2.mesh"
animation = { id = "idle" type = "FRA_medium_armor_2_idle_animation" }
animation = { id = "move" type = "FRA_medium_armor_2_moving_animation" }
animation = { id = "attack" type = "FRA_medium_armor_2_attack_animation" }
}
##########################
# ARL 44 (FRA_heavy_armor_1)
##########################
pdxmesh = {
name = "FRA_heavy_armor_1_mesh"
file = "gfx/models/units/tanks/FRA_heavy_armor_1.mesh"
animation = { id = "idle" type = "FRA_heavy_armor_1_idle_animation" }
animation = { id = "move" type = "FRA_heavy_armor_1_moving_animation" }
animation = { id = "attack" type = "FRA_heavy_armor_1_attack_animation" }
}
##########################
# AMX-M4 (FRA_heavy_armor_2)
##########################
pdxmesh = {
name = "FRA_heavy_armor_2_mesh"
file = "gfx/models/units/tanks/FRA_heavy_armor_2.mesh"
animation = { id = "idle" type = "FRA_heavy_armor_2_idle_animation" }
animation = { id = "move" type = "FRA_heavy_armor_2_moving_animation" }
animation = { id = "attack" type = "FRA_heavy_armor_2_attack_animation" }
}
##########################
# FCM-F1 (FRA_super_heavy_armor)
##########################
pdxmesh = {
name = "FRA_super_heavy_armor_mesh"
file = "gfx/models/units/tanks/FRA_super_heavy_armor.mesh"
animation = { id = "idle" type = "FRA_super_heavy_armor_idle_animation" }
animation = { id = "move" type = "FRA_super_heavy_armor_moving_animation" }
animation = { id = "attack" type = "FRA_super_heavy_armor_attack_animation" }
}
##########################
# AMX 50t (FRA_modern_armor)
##########################
pdxmesh = {
name = "FRA_modern_armor_mesh"
file = "gfx/models/units/tanks/FRA_modern_armor.mesh"
animation = { id = "idle" type = "FRA_modern_armor_idle_animation" }
animation = { id = "move" type = "FRA_modern_armor_moving_animation" }
animation = { id = "attack" type = "FRA_modern_armor_attack_animation" }
}
}

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objectTypes = {
##########################
# PANZER I (GER_light_armor_0)
##########################
pdxmesh = {
name = "GER_light_armor_0_mesh"
file = "gfx/models/units/tanks/GER_light_armor_0.mesh"
animation = { id = "idle" type = "GER_light_armor_0_idle_animation" }
animation = { id = "move" type = "GER_light_armor_0_moving_animation" }
animation = { id = "attack" type = "GER_light_armor_0_attack_animation" }
}
##########################
# LEOPARD VK1602 (GER_light_armor_2)
##########################
pdxmesh = {
name = "GER_light_armor_2_mesh"
file = "gfx/models/units/tanks/GER_light_armor_2.mesh"
animation = { id = "idle" type = "GER_light_armor_2_idle_animation" }
animation = { id = "move" type = "GER_light_armor_2_moving_animation" }
animation = { id = "attack" type = "GER_light_armor_2_attack_animation" }
}
##########################
# PANZER III (GER_medium_armor_0)
##########################
pdxmesh = {
name = "GER_medium_armor_0_mesh"
file = "gfx/models/units/tanks/GER_medium_armor_0.mesh"
animation = { id = "idle" type = "GER_medium_armor_0_idle_animation" }
animation = { id = "move" type = "GER_medium_armor_0_moving_animation" }
animation = { id = "attack" type = "GER_medium_armor_0_attack_animation" }
}
##########################
# PANTHER (GER_medium_armor_2)
##########################
pdxmesh = {
name = "GER_medium_armor_2_mesh"
file = "gfx/models/units/tanks/GER_medium_armor_2.mesh"
animation = { id = "idle" type = "GER_medium_armor_2_idle_animation" }
animation = { id = "move" type = "GER_medium_armor_2_moving_animation" }
animation = { id = "attack" type = "GER_medium_armor_2_attack_animation" }
}
##########################
# GROSSTRAKTOR (GER_heavy_armor_0)
##########################
pdxmesh = {
name = "GER_heavy_armor_0_mesh"
file = "gfx/models/units/tanks/GER_heavy_armor_0.mesh"
animation = { id = "idle" type = "GER_heavy_armor_0_idle_animation" }
animation = { id = "move" type = "GER_heavy_armor_0_moving_animation" }
animation = { id = "attack" type = "GER_heavy_armor_0_attack_animation" }
}
##########################
# KING TIGER (GER_heavy_armor_2)
##########################
pdxmesh = {
name = "GER_heavy_armor_2_mesh"
file = "gfx/models/units/tanks/GER_heavy_armor_2.mesh"
animation = { id = "idle" type = "GER_heavy_armor_2_idle_animation" }
animation = { id = "move" type = "GER_heavy_armor_2_moving_animation" }
animation = { id = "attack" type = "GER_heavy_armor_2_attack_animation" }
}
##########################
# MAUS (GER_super_heavy_armor)
##########################
pdxmesh = {
name = "GER_super_heavy_armor_mesh"
file = "gfx/models/units/tanks/GER_super_heavy_armor.mesh"
animation = { id = "idle" type = "GER_super_heavy_armor_idle_animation" }
animation = { id = "move" type = "GER_super_heavy_armor_moving_animation" }
animation = { id = "attack" type = "GER_super_heavy_armor_attack_animation" }
}
##########################
# E-50 (GER_modern_armor)
##########################
pdxmesh = {
name = "GER_modern_armor_mesh"
file = "gfx/models/units/tanks/GER_tank_heavy.mesh"
animation = { id = "attack" type = "GER_tank_heavy_attack_animation" }
animation = { id = "idle" type = "GER_tank_heavy_idle_animation" }
animation = { id = "move" type = "GER_tank_heavy_moving_animation" }
animation = { id = "death" type = "GER_tank_heavy_death_animation" }
}
}

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objectTypes = {
####
# algerie
####
pdxmesh = {
name = "algerie_heavy_cruiser_mesh"
file = "gfx/models/units/ships/algerie_heavy_cruiser.mesh"
animation = { id = "idle" type = "algerie_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "algerie_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "algerie_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "algerie_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "algerie_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "algerie_heavy_cruiser_death_animation" }
}
####
# baltimore
####
pdxmesh = {
name = "baltimore_heavy_cruiser_mesh"
file = "gfx/models/units/ships/baltimore_heavy_cruiser.mesh"
animation = { id = "idle" type = "baltimore_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "baltimore_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "baltimore_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "baltimore_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "baltimore_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "baltimore_heavy_cruiser_death_animation" }
}
####
# exeter
####
pdxmesh = {
name = "exeter_heavy_cruiser_mesh"
file = "gfx/models/units/ships/exeter_heavy_cruiser.mesh"
animation = { id = "idle" type = "exeter_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "exeter_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "exeter_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "exeter_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "exeter_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "exeter_heavy_cruiser_death_animation" }
}
####
# kirov
####
pdxmesh = {
name = "kirov_heavy_cruiser_mesh"
file = "gfx/models/units/ships/kirov_heavy_cruiser.mesh"
animation = { id = "idle" type = "kirov_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "kirov_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "kirov_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "kirov_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "kirov_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "kirov_heavy_cruiser_death_animation" }
}
####
# mogami
####
pdxmesh = {
name = "mogami_heavy_cruiser_mesh"
file = "gfx/models/units/ships/mogami_heavy_cruiser.mesh"
animation = { id = "idle" type = "mogami_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "mogami_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "mogami_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "mogami_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "mogami_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "mogami_heavy_cruiser_death_animation" }
}
####
# prinz_eugen
####
pdxmesh = {
name = "prinz_eugen_heavy_cruiser_mesh"
file = "gfx/models/units/ships/prinz_eugen_heavy_cruiser.mesh"
animation = { id = "idle" type = "prinz_eugen_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "prinz_eugen_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "prinz_eugen_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "prinz_eugen_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "prinz_eugen_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "prinz_eugen_heavy_cruiser_death_animation" }
}
####
# trieste
####
pdxmesh = {
name = "trieste_heavy_cruiser_mesh"
file = "gfx/models/units/ships/trieste_heavy_cruiser.mesh"
animation = { id = "idle" type = "trieste_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "trieste_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "trieste_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "trieste_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "trieste_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "trieste_heavy_cruiser_death_animation" }
}
}

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objectTypes = {
##########################
# T-26 (SOV_light_armor_0)
##########################
pdxmesh = {
name = "SOV_light_armor_0_mesh"
file = "gfx/models/units/tanks/SOV_light_armor_0.mesh"
animation = { id = "idle" type = "SOV_light_armor_0_idle_animation" }
animation = { id = "move" type = "SOV_light_armor_0_moving_animation" }
animation = { id = "attack" type = "SOV_light_armor_0_attack_animation" }
}
##########################
# T-60 (SOV_light_armor_2)
##########################
pdxmesh = {
name = "SOV_light_armor_2_mesh"
file = "gfx/models/units/tanks/SOV_light_armor_2.mesh"
animation = { id = "idle" type = "SOV_light_armor_2_idle_animation" }
animation = { id = "move" type = "SOV_light_armor_2_moving_animation" }
animation = { id = "attack" type = "SOV_light_armor_2_attack_animation" }
}
##########################
# A-32 (SOV_medium_armor_0)
##########################
pdxmesh = {
name = "SOV_medium_armor_0_mesh"
file = "gfx/models/units/tanks/SOV_medium_armor_0.mesh"
animation = { id = "idle" type = "SOV_medium_armor_0_idle_animation" }
animation = { id = "move" type = "SOV_medium_armor_0_moving_animation" }
animation = { id = "attack" type = "SOV_medium_armor_0_attack_animation" }
}
##########################
# T-44 (SOV_medium_armor_2)
##########################
pdxmesh = {
name = "SOV_medium_armor_2_mesh"
file = "gfx/models/units/tanks/SOV_medium_armor_2.mesh"
animation = { id = "idle" type = "SOV_medium_armor_2_idle_animation" }
animation = { id = "move" type = "SOV_medium_armor_2_moving_animation" }
animation = { id = "attack" type = "SOV_medium_armor_2_attack_animation" }
}
##########################
# T-35 (SOV_heavy_armor_0)
##########################
pdxmesh = {
name = "SOV_heavy_armor_0_mesh"
file = "gfx/models/units/tanks/SOV_heavy_armor_0.mesh"
animation = { id = "idle" type = "SOV_heavy_armor_0_idle_animation" }
animation = { id = "move" type = "SOV_heavy_armor_0_moving_animation" }
animation = { id = "attack" type = "SOV_heavy_armor_0_attack_animation" }
}
##########################
# IS-2 (SOV_heavy_armor_2)
##########################
pdxmesh = {
name = "SOV_heavy_armor_2_mesh"
file = "gfx/models/units/tanks/SOV_heavy_armor_1.mesh"
animation = { id = "idle" type = "SOV_heavy_armor_1_idle_animation" }
animation = { id = "move" type = "SOV_heavy_armor_1_moving_animation" }
animation = { id = "attack" type = "SOV_heavy_armor_1_attack_animation" }
}
##########################
# IS-7 (SOV_super_heavy_armor)
##########################
pdxmesh = {
name = "SOV_super_heavy_armor_mesh"
file = "gfx/models/units/tanks/SOV_super_heavy_armor.mesh"
animation = { id = "idle" type = "SOV_super_heavy_armor_idle_animation" }
animation = { id = "move" type = "SOV_super_heavy_armor_moving_animation" }
animation = { id = "attack" type = "SOV_super_heavy_armor_attack_animation" }
}
##########################
# T-54 (SOV_modern_armor)
##########################
pdxmesh = {
name = "SOV_modern_armor_mesh"
file = "gfx/models/units/tanks/SOV_modern_armor.mesh"
animation = { id = "idle" type = "SOV_modern_armor_idle_animation" }
animation = { id = "move" type = "SOV_modern_armor_moving_animation" }
animation = { id = "attack" type = "SOV_modern_armor_attack_animation" }
}
}

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objectTypes = {
##################
# M2 Light (USA_light_armor_0)
##################
pdxmesh = {
name = "USA_light_armor_0_mesh"
file = "gfx/models/units/tanks/USA_light_armor_0.mesh"
animation = { id = "attack" type = "USA_light_armor_0_attack_animation" }
animation = { id = "idle" type = "USA_light_armor_0_idle_animation" }
animation = { id = "move" type = "USA_light_armor_0_moving_animation" }
}
##################
# M24 Chaffee (USA_light_armor_2)
##################
pdxmesh = {
name = "USA_light_armor_2_mesh"
file = "gfx/models/units/tanks/USA_light_armor_2.mesh"
animation = { id = "attack" type = "USA_light_armor_2_attack_animation" }
animation = { id = "idle" type = "USA_light_armor_2_idle_animation" }
animation = { id = "move" type = "USA_light_armor_2_moving_animation" }
}
##################
# M3 Lee (USA_medium_armor_0)
##################
pdxmesh = {
name = "USA_medium_armor_0_mesh"
file = "gfx/models/units/tanks/USA_medium_armor_0.mesh"
animation = { id = "attack" type = "USA_medium_armor_0_attack_animation" }
animation = { id = "idle" type = "USA_medium_armor_0_idle_animation" }
animation = { id = "move" type = "USA_medium_armor_0_moving_animation" }
}
##################
# T20 (USA_medium_armor_2)
##################
pdxmesh = {
name = "USA_medium_armor_2_mesh"
file = "gfx/models/units/tanks/USA_medium_armor_2.mesh"
animation = { id = "attack" type = "USA_medium_armor_2_attack_animation" }
animation = { id = "idle" type = "USA_medium_armor_2_idle_animation" }
animation = { id = "move" type = "USA_medium_armor_2_moving_animation" }
}
##################
# T1 Heavy (USA_heavy_armor_0)
##################
pdxmesh = {
name = "USA_heavy_armor_0_mesh"
file = "gfx/models/units/tanks/USA_heavy_armor_0.mesh"
animation = { id = "attack" type = "USA_heavy_armor_0_attack_animation" }
animation = { id = "idle" type = "USA_heavy_armor_0_idle_animation" }
animation = { id = "move" type = "USA_heavy_armor_0_moving_animation" }
}
##################
# M6A1 (USA_heavy_armor_1)
##################
pdxmesh = {
name = "USA_heavy_armor_1_mesh"
file = "gfx/models/units/tanks/USA_heavy_armor_1.mesh"
animation = { id = "attack" type = "USA_heavy_armor_1_attack_animation" }
animation = { id = "idle" type = "USA_heavy_armor_1_idle_animation" }
animation = { id = "move" type = "USA_heavy_armor_1_moving_animation" }
}
##################
# T95 (USA_super_heavy_armor)
##################
pdxmesh = {
name = "USA_super_heavy_armor_mesh"
file = "gfx/models/units/tanks/USA_super_heavy_armor.mesh"
animation = { id = "attack" type = "USA_super_heavy_armor_attack_animation" }
animation = { id = "idle" type = "USA_super_heavy_armor_idle_animation" }
animation = { id = "move" type = "USA_super_heavy_armor_moving_animation" }
}
##################
# Patton (USA_modern_armor)
##################
pdxmesh = {
name = "USA_modern_armor_mesh"
file = "gfx/models/units/tanks/USA_modern_armor.mesh"
animation = { id = "attack" type = "USA_modern_armor_attack_animation" }
animation = { id = "idle" type = "USA_modern_armor_idle_animation" }
animation = { id = "move" type = "USA_modern_armor_moving_animation" }
}
}

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@@ -0,0 +1,592 @@
objectTypes = {
#############################################################################
# #
# ENGLAND #
# #
#############################################################################
##########################
# ENG_Archer (ENG_advanced_light_tank_destroyer)
##########################
pdxmesh = {
name = "ENG_advanced_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/ENG_advanced_light_tank_destroyer.mesh"
animation = { id = "idle" type = "ENG_advanced_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "ENG_advanced_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "ENG_advanced_light_tank_destroyer_attack_animation" }
}
##########################
# ENG_Deacon (ENG_basic_light_tank_destroyer)
##########################
pdxmesh = {
name = "ENG_basic_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/ENG_basic_light_tank_destroyer.mesh"
animation = { id = "idle" type = "ENG_basic_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "ENG_basic_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "ENG_basic_light_tank_destroyer_attack_animation" }
}
##########################
# ENG_Bishop (ENG_advanced_light_tank_artillery)
##########################
pdxmesh = {
name = "ENG_advanced_light_tank_artillery_mesh"
file = "gfx/models/units/tanks/ENG_advanced_light_tank_artillery.mesh"
animation = { id = "idle" type = "ENG_advanced_light_tank_artillery_idle_animation" }
animation = { id = "move" type = "ENG_advanced_light_tank_artillery_moving_animation" }
animation = { id = "attack" type = "ENG_advanced_light_tank_artillery_attack_animation" }
}
##########################
# ENG_Churchill_AVRE (ENG_improved_heavy_tank_artillery)
##########################
pdxmesh = {
name = "ENG_improved_heavy_tank_artillery_mesh"
file = "gfx/models/units/tanks/ENG_improved_heavy_tank_artillery.mesh"
animation = { id = "idle" type = "ENG_improved_heavy_tank_artillery_idle_animation" }
animation = { id = "move" type = "ENG_improved_heavy_tank_artillery_moving_animation" }
animation = { id = "attack" type = "ENG_improved_heavy_tank_artillery_attack_animation" }
}
##########################
# ENG_Sexton (ENG_advanced_medium_tank_artillery)
##########################
pdxmesh = {
name = "ENG_advanced_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/ENG_advanced_medium_tank_artillery.mesh"
animation = { id = "idle" type = "ENG_advanced_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "ENG_advanced_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "ENG_advanced_medium_tank_artillery_attack_animation" }
}
##########################
# ENG_Crusader_AA_I (ENG_basic_medium_tank_aa)
##########################
pdxmesh = {
name = "ENG_basic_medium_tank_aa_mesh"
file = "gfx/models/units/tanks/ENG_basic_medium_tank_aa.mesh"
animation = { id = "idle" type = "ENG_basic_medium_tank_aa_idle_animation" }
animation = { id = "move" type = "ENG_basic_medium_tank_aa_moving_animation" }
animation = { id = "attack" type = "ENG_basic_medium_tank_aa_attack_animation" }
}
##########################
# ENG_Crusader_AA_II (ENG_improved_medium_tank_aa)
##########################
pdxmesh = {
name = "ENG_improved_medium_tank_aa_mesh"
file = "gfx/models/units/tanks/ENG_improved_medium_tank_aa.mesh"
animation = { id = "idle" type = "ENG_improved_medium_tank_aa_idle_animation" }
animation = { id = "move" type = "ENG_improved_medium_tank_aa_moving_animation" }
animation = { id = "attack" type = "ENG_improved_medium_tank_aa_attack_animation" }
}
#############################################################################
# #
# FRANCE #
# #
#############################################################################
##########################
# FRA_Laffly_W15_TCC (FRA_basic_medium_tank_destroyer)
##########################
pdxmesh = {
name = "FRA_basic_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/FRA_basic_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "FRA_basic_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "FRA_basic_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "FRA_basic_medium_tank_destroyer_attack_animation" }
}
##########################
# FRA_Renault_UE_57 (FRA_advanced_light_tank_destroyer)
##########################
pdxmesh = {
name = "FRA_advanced_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/FRA_advanced_light_tank_destroyer.mesh"
animation = { id = "idle" type = "FRA_advanced_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "FRA_advanced_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "FRA_advanced_light_tank_destroyer_attack_animation" }
}
##########################
# FRA_Somua_SAu_40 (FRA_improved_medium_tank_destroyer)
##########################
pdxmesh = {
name = "FRA_improved_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/FRA_improved_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "FRA_improved_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "FRA_improved_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "FRA_improved_medium_tank_destroyer_attack_animation" }
}
##########################
# FRA_AMR_35_ZT-3 (FRA_improved_light_tank_destroyer)
##########################
pdxmesh = {
name = "FRA_improved_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/FRA_improved_light_tank_destroyer.mesh"
animation = { id = "idle" type = "FRA_improved_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "FRA_improved_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "FRA_improved_light_tank_destroyer_attack_animation" }
}
##########################
# FRA_ARL_V39 (FRA_basic_medium_tank_artillery)
##########################
pdxmesh = {
name = "FRA_basic_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/FRA_basic_medium_tank_artillery.mesh"
animation = { id = "idle" type = "FRA_basic_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "FRA_basic_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "FRA_basic_medium_tank_artillery_attack_animation" }
}
##########################
# FRA_F3_155_mm (FRA_advanced_light_tank_artillery)
##########################
pdxmesh = {
name = "FRA_advanced_light_tank_artillery_mesh"
file = "gfx/models/units/tanks/FRA_advanced_light_tank_artillery.mesh"
animation = { id = "idle" type = "FRA_advanced_light_tank_artillery_idle_animation" }
animation = { id = "move" type = "FRA_advanced_light_tank_artillery_moving_animation" }
animation = { id = "attack" type = "FRA_advanced_light_tank_artillery_attack_animation" }
}
##########################
# FRA_AMX_13_105_AM (FRA_improved_medium_tank_artillery)
##########################
pdxmesh = {
name = "FRA_improved_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/FRA_improved_medium_tank_artillery.mesh"
animation = { id = "idle" type = "FRA_improved_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "FRA_improved_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "FRA_improved_medium_tank_artillery_attack_animation" }
}
##########################
# FRA_Canon_de_194_mle_GPF (FRA_basic_heavy_tank_artillery)
##########################
pdxmesh = {
name = "FRA_basic_heavy_tank_artillery_mesh"
file = "gfx/models/units/tanks/FRA_basic_heavy_tank_artillery.mesh"
animation = { id = "idle" type = "FRA_basic_heavy_tank_artillery_idle_animation" }
animation = { id = "move" type = "FRA_basic_heavy_tank_artillery_moving_animation" }
animation = { id = "attack" type = "FRA_basic_heavy_tank_artillery_attack_animation" }
}
#############################################################################
# #
# SOVIET UNION #
# #
#############################################################################
##########################
# SOV_AT_1 (SOV_basic_light_tank_destroyer)
##########################
pdxmesh = {
name = "SOV_basic_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/SOV_basic_light_tank_destroyer.mesh"
animation = { id = "idle" type = "SOV_basic_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "SOV_basic_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "SOV_basic_light_tank_destroyer_attack_animation" }
}
##########################
# SOV_SU_5 (SOV_improved_light_tank_destroyer)
##########################
pdxmesh = {
name = "SOV_improved_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/SOV_improved_light_tank_destroyer.mesh"
animation = { id = "idle" type = "SOV_improved_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "SOV_improved_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "SOV_improved_light_tank_destroyer_attack_animation" }
}
##########################
# SOV_SU_85 (SOV_improved_medium_tank_destroyer)
##########################
pdxmesh = {
name = "SOV_improved_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/SOV_improved_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "SOV_improved_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "SOV_improved_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "SOV_improved_medium_tank_destroyer_attack_animation" }
}
##########################
# SOV_SU_100 (SOV_advanced_medium_tank_destroyer)
##########################
pdxmesh = {
name = "SOV_advanced_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/SOV_advanced_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "SOV_advanced_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "SOV_advanced_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "SOV_advanced_medium_tank_destroyer_attack_animation" }
}
##########################
# SOV_ISU_122 (SOV_advanced_heavy_tank_destroyer)
##########################
pdxmesh = {
name = "SOV_advanced_heavy_tank_destroyer_mesh"
file = "gfx/models/units/tanks/SOV_advanced_heavy_tank_destroyer.mesh"
animation = { id = "idle" type = "SOV_advanced_heavy_tank_destroyer_idle_animation" }
animation = { id = "move" type = "SOV_advanced_heavy_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "SOV_advanced_heavy_tank_destroyer_attack_animation" }
}
##########################
# SOV_ZiS_30 (SOV_advanced_light_tank_destroyer)
##########################
pdxmesh = {
name = "SOV_advanced_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/SOV_advanced_light_tank_destroyer.mesh"
animation = { id = "idle" type = "SOV_advanced_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "SOV_advanced_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "SOV_advanced_light_tank_destroyer_attack_animation" }
}
##########################
# SOV_SU_26 (SOV_improved_light_tank_artillery)
##########################
pdxmesh = {
name = "SOV_improved_light_tank_artillery_mesh"
file = "gfx/models/units/tanks/SOV_improved_light_tank_artillery.mesh"
animation = { id = "idle" type = "SOV_improved_light_tank_artillery_idle_animation" }
animation = { id = "move" type = "SOV_improved_light_tank_artillery_moving_animation" }
animation = { id = "attack" type = "SOV_improved_light_tank_artillery_attack_animation" }
}
##########################
# SOV_SU_76 (SOV_advanced_light_tank_artillery)
##########################
pdxmesh = {
name = "SOV_advanced_light_tank_artillery_mesh"
file = "gfx/models/units/tanks/SOV_advanced_light_tank_artillery.mesh"
animation = { id = "idle" type = "SOV_advanced_light_tank_artillery_idle_animation" }
animation = { id = "move" type = "SOV_advanced_light_tank_artillery_moving_animation" }
animation = { id = "attack" type = "SOV_advanced_light_tank_artillery_attack_animation" }
}
##########################
# SOV_SU_122 (SOV_improved_medium_tank_artillery)
##########################
pdxmesh = {
name = "SOV_improved_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/SOV_improved_medium_tank_artillery.mesh"
animation = { id = "idle" type = "SOV_improved_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "SOV_improved_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "SOV_improved_medium_tank_artillery_attack_animation" }
}
##########################
# SOV_ISU_152 (SOV_advanced_heavy_tank_artillery)
##########################
pdxmesh = {
name = "SOV_advanced_heavy_tank_artillery_mesh"
file = "gfx/models/units/tanks/SOV_advanced_heavy_tank_artillery.mesh"
animation = { id = "idle" type = "SOV_advanced_heavy_tank_artillery_idle_animation" }
animation = { id = "move" type = "SOV_advanced_heavy_tank_artillery_moving_animation" }
animation = { id = "attack" type = "SOV_advanced_heavy_tank_artillery_attack_animation" }
}
##########################
# SOV_SU_14 (SOV_basic_heavy_tank_artillery)
##########################
pdxmesh = {
name = "SOV_basic_heavy_tank_artillery_mesh"
file = "gfx/models/units/tanks/SOV_basic_heavy_tank_artillery.mesh"
animation = { id = "idle" type = "SOV_basic_heavy_tank_artillery_idle_animation" }
animation = { id = "move" type = "SOV_basic_heavy_tank_artillery_moving_animation" }
animation = { id = "attack" type = "SOV_basic_heavy_tank_artillery_attack_animation" }
}
##########################
# SOV_ZSU_37 (SOV_basic_medium_tank_aa)
##########################
pdxmesh = {
name = "SOV_basic_medium_tank_aa_mesh"
file = "gfx/models/units/tanks/SOV_basic_medium_tank_aa.mesh"
animation = { id = "idle" type = "SOV_basic_medium_tank_aa_idle_animation" }
animation = { id = "move" type = "SOV_basic_medium_tank_aa_moving_animation" }
animation = { id = "attack" type = "SOV_basic_medium_tank_aa_attack_animation" }
}
##########################
# SOV_ZSU_57 (SOV_advanced_medium_tank_aa)
##########################
pdxmesh = {
name = "SOV_advanced_medium_tank_aa_mesh"
file = "gfx/models/units/tanks/SOV_advanced_medium_tank_aa.mesh"
animation = { id = "idle" type = "SOV_advanced_medium_tank_aa_idle_animation" }
animation = { id = "move" type = "SOV_advanced_medium_tank_aa_moving_animation" }
animation = { id = "attack" type = "SOV_advanced_medium_tank_aa_attack_animation" }
}
#############################################################################
# #
# UNITED STATES OF AMERICA #
# #
#############################################################################
##########################
# USA_M10 (USA_basic_medium_tank_destroyer)
##########################
pdxmesh = {
name = "USA_basic_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_basic_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_basic_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_basic_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_basic_medium_tank_destroyer_attack_animation" }
}
##########################
# USA_M18 (USA_improved_medium_tank_destroyer)
##########################
pdxmesh = {
name = "USA_improved_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_improved_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_improved_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_improved_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_improved_medium_tank_destroyer_attack_animation" }
}
##########################
# USA_M36 (USA_advanced_medium_tank_destroyer)
##########################
pdxmesh = {
name = "USA_advanced_medium_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_advanced_medium_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_advanced_medium_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_advanced_medium_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_advanced_medium_tank_destroyer_attack_animation" }
}
##########################
# USA_M3_GMC (USA_improved_light_tank_destroyer)
##########################
pdxmesh = {
name = "USA_improved_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_improved_light_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_improved_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_improved_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_improved_light_tank_destroyer_attack_animation" }
}
##########################
# USA_T48_GMC (USA_advanced_light_tank_destroyer)
##########################
pdxmesh = {
name = "USA_advanced_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_advanced_light_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_advanced_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_advanced_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_advanced_light_tank_destroyer_attack_animation" }
}
##########################
# USA_M6_GMC (USA_basic_light_tank_destroyer)
##########################
pdxmesh = {
name = "USA_basic_light_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_basic_light_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_basic_light_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_basic_light_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_basic_light_tank_destroyer_attack_animation" }
}
##########################
# USA_M9_GMC (USA_basic_heavy_tank_destroyer)
##########################
pdxmesh = {
name = "USA_basic_heavy_tank_destroyer_mesh"
file = "gfx/models/units/tanks/USA_basic_heavy_tank_destroyer.mesh"
animation = { id = "idle" type = "USA_basic_heavy_tank_destroyer_idle_animation" }
animation = { id = "move" type = "USA_basic_heavy_tank_destroyer_moving_animation" }
animation = { id = "attack" type = "USA_basic_heavy_tank_destroyer_attack_animation" }
}
##########################
# USA_T30_HMC (USA_basic_light_tank_artillery)
##########################
pdxmesh = {
name = "USA_basic_light_tank_artillery_mesh"
file = "gfx/models/units/tanks/USA_basic_light_tank_artillery.mesh"
animation = { id = "idle" type = "USA_basic_light_tank_artillery_idle_animation" }
animation = { id = "move" type = "USA_basic_light_tank_artillery_moving_animation" }
animation = { id = "attack" type = "USA_basic_light_tank_artillery_attack_animation" }
}
##########################
# USA_M7 (USA_basic_medium_tank_artillery)
##########################
pdxmesh = {
name = "USA_basic_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/USA_basic_medium_tank_artillery.mesh"
animation = { id = "idle" type = "USA_basic_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "USA_basic_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "USA_basic_medium_tank_artillery_attack_animation" }
}
##########################
# USA_M8 (USA_improved_light_tank_artillery)
##########################
pdxmesh = {
name = "USA_improved_light_tank_artillery_mesh"
file = "gfx/models/units/tanks/USA_improved_light_tank_artillery.mesh"
animation = { id = "idle" type = "USA_improved_light_tank_artillery_idle_animation" }
animation = { id = "move" type = "USA_improved_light_tank_artillery_moving_animation" }
animation = { id = "attack" type = "USA_improved_light_tank_artillery_attack_animation" }
}
##########################
# USA_M12_HMC (USA_improved_medium_tank_artillery)
##########################
pdxmesh = {
name = "USA_improved_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/USA_improved_medium_tank_artillery.mesh"
animation = { id = "idle" type = "USA_improved_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "USA_improved_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "USA_improved_medium_tank_artillery_attack_animation" }
}
##########################
# USA_M40_GMC (USA_advanced_medium_tank_artillery)
##########################
pdxmesh = {
name = "USA_advanced_medium_tank_artillery_mesh"
file = "gfx/models/units/tanks/USA_advanced_medium_tank_artillery.mesh"
animation = { id = "idle" type = "USA_advanced_medium_tank_artillery_idle_animation" }
animation = { id = "move" type = "USA_advanced_medium_tank_artillery_moving_animation" }
animation = { id = "attack" type = "USA_advanced_medium_tank_artillery_attack_animation" }
}
##########################
# USA_M43_HMC (USA_improved_heavy_tank_artillery)
##########################
pdxmesh = {
name = "USA_improved_heavy_tank_artillery_mesh"
file = "gfx/models/units/tanks/USA_improved_heavy_tank_artillery.mesh"
animation = { id = "idle" type = "USA_improved_heavy_tank_artillery_idle_animation" }
animation = { id = "move" type = "USA_improved_heavy_tank_artillery_moving_animation" }
animation = { id = "attack" type = "USA_improved_heavy_tank_artillery_attack_animation" }
}
##########################
# USA_M16_MGMC (USA_improved_medium_tank_aa)
##########################
pdxmesh = {
name = "USA_improved_medium_tank_aa_mesh"
file = "gfx/models/units/tanks/USA_improved_medium_tank_aa.mesh"
animation = { id = "idle" type = "USA_improved_medium_tank_aa_idle_animation" }
animation = { id = "move" type = "USA_improved_medium_tank_aa_moving_animation" }
animation = { id = "attack" type = "USA_improved_medium_tank_aa_attack_animation" }
}
##########################
# USA_M13/14_MGMC (USA_improved_light_tank_aa)
##########################
pdxmesh = {
name = "USA_improved_light_tank_aa_mesh"
file = "gfx/models/units/tanks/USA_improved_light_tank_aa.mesh"
animation = { id = "idle" type = "USA_improved_light_tank_aa_idle_animation" }
animation = { id = "move" type = "USA_improved_light_tank_aa_moving_animation" }
animation = { id = "attack" type = "USA_improved_light_tank_aa_attack_animation" }
}
##########################
# USA_M15_MGMC (USA_basic_medium_tank_aa)
##########################
pdxmesh = {
name = "USA_basic_medium_tank_aa_mesh"
file = "gfx/models/units/tanks/USA_basic_medium_tank_aa.mesh"
animation = { id = "idle" type = "USA_basic_medium_tank_aa_idle_animation" }
animation = { id = "move" type = "USA_basic_medium_tank_aa_moving_animation" }
animation = { id = "attack" type = "USA_basic_medium_tank_aa_attack_animation" }
}
##########################
# USA_M19_MGMC (USA_advanced_light_tank_aa)
##########################
pdxmesh = {
name = "USA_advanced_light_tank_aa_mesh"
file = "gfx/models/units/tanks/USA_advanced_light_tank_aa.mesh"
animation = { id = "idle" type = "USA_advanced_light_tank_aa_idle_animation" }
animation = { id = "move" type = "USA_advanced_light_tank_aa_moving_animation" }
animation = { id = "attack" type = "USA_advanced_light_tank_aa_attack_animation" }
}
}

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121
src/gfx/entities/az_infantry.gfx Executable file
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objectTypes = {
pdxmesh = {
name = "SIR_infantry_rifle_mesh"
file = "gfx/models/units/SIR_infantry.mesh"
animation = { id = "idle" type = "GER_infantry_rifle_idle_animation" }
animation = { id = "attack" type = "GER_infantry_rifle_attack_animation" }
animation = { id = "support_attack" type = "GER_infantry_rifle_support_attack_animation" }
animation = { id = "charge_rifle" type = "GER_infantry_rifle_charge_animation" }
animation = { id = "charge_rifle_shoot" type = "GER_infantry_rifle_charge_shoot_animation" }
animation = { id = "move" type = "GER_infantry_rifle_moving_animation" }
animation = { id = "march_move" type = "GER_infantry_rifle_march_animation" }
animation = { id = "retreat" type = "GER_infantry_rifle_retreat_animation" }
animation = { id = "death" type = "GER_infantry_rifle_death_animation" }
animation = { id = "long_idle01" type = "GER_infantry_rifle_long_idle_01_animation" }
animation = { id = "long_idle02" type = "GER_infantry_rifle_long_idle_02_animation" }
animation = { id = "long_idle03" type = "GER_infantry_rifle_long_idle_03_animation" }
animation = { id = "long_idle04" type = "GER_infantry_rifle_long_idle_04_animation" }
animation = { id = "long_idle05" type = "GER_infantry_rifle_long_idle_05_animation" }
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_animation" }
}
pdxmesh = {
name = "SIR_infantry_mg_mesh"
file = "gfx/models/units/SIR_infantry.mesh"
animation = { id = "idle" type = "GER_infantry_mg_idle_animation" }
animation = { id = "attack" type = "GER_infantry_mg_attack_animation" }
animation = { id = "support_attack" type = "GER_infantry_mg_support_attack_animation" }
animation = { id = "charge_mg" type = "GER_infantry_mg_charge_animation" }
animation = { id = "charge_mg_shoot" type = "GER_infantry_mg_charge_shoot_animation" }
animation = { id = "move" type = "GER_infantry_mg_moving_animation" }
animation = { id = "march_move" type = "GER_infantry_mg_march_animation" }
animation = { id = "retreat" type = "GER_infantry_mg_retreat_animation" }
animation = { id = "death" type = "GER_infantry_mg_death_animation" }
animation = { id = "long_idle01" type = "GER_infantry_mg_long_idle_01_animation" }
animation = { id = "long_idle02" type = "GER_infantry_mg_long_idle_02_animation" }
animation = { id = "long_idle03" type = "GER_infantry_mg_long_idle_03_animation" }
animation = { id = "long_idle04" type = "GER_infantry_mg_long_idle_04_animation" }
animation = { id = "long_idle05" type = "GER_infantry_mg_long_idle_05_animation" }
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_mg_idle_animation" }
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_mg_moving_animation" }
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_mg_animation" }
}
pdxmesh = {
name = "SIR_infantry_weapon_rifle_mesh"
file = "gfx/models/units/ITA_infantry_weapon_m1891_rifle.mesh"
}
pdxmesh = {
name = "SIR_infantry_weapon_mg_mesh"
file = "gfx/models/units/ITA_infantry_weapon_beretta_mg.mesh"
}
pdxmesh = {
name = "DOH_infantry_rifle_mesh"
file = "gfx/models/units/DOH_infantry.mesh"
animation = { id = "idle" type = "GER_infantry_rifle_idle_animation" }
animation = { id = "attack" type = "GER_infantry_rifle_attack_animation" }
animation = { id = "support_attack" type = "GER_infantry_rifle_support_attack_animation" }
animation = { id = "charge_rifle" type = "GER_infantry_rifle_charge_animation" }
animation = { id = "charge_rifle_shoot" type = "GER_infantry_rifle_charge_shoot_animation" }
animation = { id = "move" type = "GER_infantry_rifle_moving_animation" }
animation = { id = "march_move" type = "GER_infantry_rifle_march_animation" }
animation = { id = "retreat" type = "GER_infantry_rifle_retreat_animation" }
animation = { id = "death" type = "GER_infantry_rifle_death_animation" }
animation = { id = "long_idle01" type = "GER_infantry_rifle_long_idle_01_animation" }
animation = { id = "long_idle02" type = "GER_infantry_rifle_long_idle_02_animation" }
animation = { id = "long_idle03" type = "GER_infantry_rifle_long_idle_03_animation" }
animation = { id = "long_idle04" type = "GER_infantry_rifle_long_idle_04_animation" }
animation = { id = "long_idle05" type = "GER_infantry_rifle_long_idle_05_animation" }
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_rifle_idle_animation" }
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_rifle_moving_animation" }
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_animation" }
}
pdxmesh = {
name = "DOH_infantry_mg_mesh"
file = "gfx/models/units/DOH_infantry.mesh"
animation = { id = "idle" type = "GER_infantry_mg_idle_animation" }
animation = { id = "attack" type = "GER_infantry_mg_attack_animation" }
animation = { id = "support_attack" type = "GER_infantry_mg_support_attack_animation" }
animation = { id = "charge_mg" type = "GER_infantry_mg_charge_animation" }
animation = { id = "charge_mg_shoot" type = "GER_infantry_mg_charge_shoot_animation" }
animation = { id = "move" type = "GER_infantry_mg_moving_animation" }
animation = { id = "march_move" type = "GER_infantry_mg_march_animation" }
animation = { id = "retreat" type = "GER_infantry_mg_retreat_animation" }
animation = { id = "death" type = "GER_infantry_mg_death_animation" }
animation = { id = "long_idle01" type = "GER_infantry_mg_long_idle_01_animation" }
animation = { id = "long_idle02" type = "GER_infantry_mg_long_idle_02_animation" }
animation = { id = "long_idle03" type = "GER_infantry_mg_long_idle_03_animation" }
animation = { id = "long_idle04" type = "GER_infantry_mg_long_idle_04_animation" }
animation = { id = "long_idle05" type = "GER_infantry_mg_long_idle_05_animation" }
animation = { id = "cavalry_idle" type = "GER_infantry_cavalry_rider_mg_idle_animation" }
animation = { id = "cavalry_move" type = "GER_infantry_cavalry_rider_mg_moving_animation" }
animation = { id = "training" type = "GER_infantry_idle_training_animation" }
animation = { id = "jumping_jacks" type = "GER_infantry_jumping_jacks_animation" }
animation = { id = "pushup" type = "GER_infantry_pushup_animation" }
animation = { id = "guard_rifle" type = "GER_infantry_guard_rifle_animation" }
animation = { id = "aim_exercise" type = "GER_infantry_aim_exercise_mg_animation" }
}
}

278
src/gfx/entities/az_planes.gfx Executable file
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objectTypes = {
pdxmesh = {
name = "HUJ_plane_light_mesh"
file = "gfx/models/units/planes/ENG_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "HUJ_plane_medium_mesh"
file = "gfx/models/units/planes/ENG_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "HUJ_plane_heavy_mesh"
file = "gfx/models/units/planes/ENG_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "HUJ_plane_jet_mesh"
file = "gfx/models/units/planes/ENG_plane_jet.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "YUW_plane_light_mesh"
file = "gfx/models/units/planes/FRA_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "YUW_plane_medium_mesh"
file = "gfx/models/units/planes/FRA_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "YUW_plane_heavy_mesh"
file = "gfx/models/units/planes/FRA_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "generic_plane_light_mesh"
file = "gfx/models/units/planes/generic_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "generic_plane_medium_mesh"
file = "gfx/models/units/planes/generic_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "generic_plane_heavy_mesh"
file = "gfx/models/units/planes/generic_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "generic_plane_jet_mesh"
file = "gfx/models/units/planes/generic_plane_jet.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "TIX_plane_light_mesh"
file = "gfx/models/units/planes/GER_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "TIX_plane_jet_mesh"
file = "gfx/models/units/planes/GER_plane_jet.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "TIX_plane_medium_mesh"
file = "gfx/models/units/planes/GER_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "TIX_plane_heavy_mesh"
file = "gfx/models/units/planes/GER_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "SAD_plane_light_mesh"
file = "gfx/models/units/planes/ITA_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "SAD_plane_medium_mesh"
file = "gfx/models/units/planes/ITA_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "SAD_plane_heavy_mesh"
file = "gfx/models/units/planes/ITA_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "CHY_plane_light_mesh"
file = "gfx/models/units/planes/JAP_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "CHY_plane_medium_mesh"
file = "gfx/models/units/planes/JAP_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "CHY_plane_heavy_mesh"
file = "gfx/models/units/planes/JAP_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "BFL_plane_light_mesh"
file = "gfx/models/units/planes/SOV_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "BFL_plane_medium_mesh"
file = "gfx/models/units/planes/SOV_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "BFL_plane_heavy_mesh"
file = "gfx/models/units/planes/SOV_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "BYG_plane_light_mesh"
file = "gfx/models/units/planes/USA_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "BYG_plane_medium_mesh"
file = "gfx/models/units/planes/USA_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "BYG_plane_heavy_mesh"
file = "gfx/models/units/planes/USA_plane_heavy.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
##### Meshes for internal scenes, placeholders:
pdxmesh = {
name = "fighter_default_mesh"
file = "gfx/models/units/planes/generic_plane_light.mesh"
animation = { id = "idle" type = "fighter_default_idle_animation" }
}
pdxmesh = {
name = "bomber_default_mesh"
file = "gfx/models/units/planes/generic_plane_medium.mesh"
animation = { id = "idle" type = "bomber_default_idle_animation" }
}
pdxmesh = {
name = "missile_default_launch_mesh"
file = "gfx/models/units/planes/v2rocket_launch.mesh"
animation = { id = "launch" type = "missile_default_launch_animation" }
}
pdxmesh = {
name = "missile_default_mesh"
file = "gfx/models/units/planes/v2rocket.mesh"
animation = { id = "idle" type = "missile_1_bombing_animation" }
}
##### Meshes for world scenes (contains just empty animated joints that we attach above meshes)
pdxmesh = {
name = "fighter_1_patrol_mesh"
file = "gfx/models/units/planes/fighter_1_patrol.mesh"
animation = { id = "default" type = "fighter_1_patrol_animation" }
}
pdxmesh = {
name = "fighter_1_kamikaze_mesh"
file = "gfx/models/units/planes/fighter_1_kamikaze.mesh"
animation = { id = "default" type = "fighter_1_kamikaze_patrol_animation" }
animation = { id = "success" type = "fighter_1_kamikaze_attack_animation" }
}
pdxmesh = {
name = "fighter_3_patrol_mesh"
file = "gfx/models/units/planes/fighter_3.mesh"
animation = { id = "default" type = "fighter_3_patrol_animation" }
}
pdxmesh = {
name = "fighter_3_kamikaze_mesh"
file = "gfx/models/units/planes/fighter_3_kamikaze.mesh"
animation = { id = "default" type = "fighter_3_kamikaze_patrol_animation" }
animation = { id = "success" type = "fighter_3_kamikaze_attack_animation" }
}
pdxmesh = {
name = "bomber_1_CAS_mesh"
file = "gfx/models/units/planes/bomber_1_CAS.mesh"
animation = { id = "success" type = "bomber_1_CAS_success_animation" }
animation = { id = "fail" type = "bomber_1_CAS_fail_animation" }
}
pdxmesh = {
name = "bomber_3_CAS_mesh"
file = "gfx/models/units/planes/bomber_3_CAS.mesh"
animation = { id = "success" type = "bomber_3_CAS_success_animation" }
animation = { id = "fail" type = "bomber_3_CAS_fail_animation" }
}
pdxmesh = {
name = "bomber_1_bombing_mesh"
file = "gfx/models/units/planes/bomber_1_bombing.mesh"
animation = { id = "default" type = "bomber_1_bombing_animation" }
}
pdxmesh = {
name = "bomber_3_bombing_mesh"
file = "gfx/models/units/planes/bomber_3.mesh"
animation = { id = "default" type = "bomber_3_bombing_animation" }
}
pdxmesh = {
name = "missile_1_bombing_mesh"
file = "gfx/models/units/planes/v2rocket.mesh"
animation = { id = "idle" type = "missile_1_bombing_animation" }
}
pdxmesh = {
name = "fighter_1_vs_bomber_1_mesh"
file = "gfx/models/units/planes/fighter_1_vs_bomber_1.mesh"
animation = { id = "pass" type = "fighter_1_vs_bomber_1_pass_animation" }
animation = { id = "success" type = "fighter_1_vs_bomber_1_success_animation" }
}
pdxmesh = {
name = "fighter_1_vs_fighter_1_mesh"
file = "gfx/models/units/planes/fighter_1_vs_fighter_1.mesh"
animation = { id = "pass" type = "fighter_1_vs_fighter_1_pass_animation" }
animation = { id = "success" type = "fighter_1_vs_fighter_1_success_animation" }
animation = { id = "fail" type = "fighter_1_vs_fighter_1_fail_animation" }
}
pdxmesh = {
name = "fighter_3_vs_fighter_3_mesh"
file = "gfx/models/units/planes/fighter_3_vs_fighter_3.mesh"
animation = { id = "pass" type = "fighter_3_vs_fighter_3_pass_animation" }
animation = { id = "success" type = "fighter_3_vs_fighter_3_success_animation" }
animation = { id = "fail" type = "fighter_3_vs_fighter_3_fail_animation" }
}
pdxmesh = {
name = "fighter_1_vs_transport_1_mesh"
file = "gfx/models/units/planes/fighter_1_vs_bomber_1.mesh"
animation = { id = "pass" type = "fighter_1_vs_bomber_1_pass_animation" }
animation = { id = "success" type = "fighter_1_vs_bomber_1_success_animation" }
}
pdxmesh = {
name = "transport_1_supplying_mesh"
file = "gfx/models/units/planes/bomber_1_bombing.mesh"
animation = { id = "default" type = "bomber_1_bombing_animation" }
}
pdxmesh = {
name = "transport_3_supplying_mesh"
file = "gfx/models/units/planes/bomber_3.mesh"
animation = { id = "default" type = "bomber_3_bombing_animation" }
}
}

143
src/gfx/entities/az_ships.gfx Executable file
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objectTypes = {
pdxmesh = {
name = "ships_formation_template"
file = "gfx/models/units/ships/ships_formation_template.mesh"
animation = { id = "idle" type = "ships_formation_template_idle" }
}
pdxmesh = {
name = "ships_combat_template"
file = "gfx/models/units/ships/ships_combat_template.mesh"
animation = { id = "idle" type = "ships_combat_template_idle" }
}
####
# BATTLESHIP
####
pdxmesh = {
name = "generic_battleship_mesh"
file = "gfx/models/units/ships/generic_battleship.mesh"
animation = { id = "idle" type = "generic_battleship_idle_animation" }
animation = { id = "attack" type = "generic_battleship_attack_animation" }
animation = { id = "defend" type = "generic_battleship_defend_animation" }
animation = { id = "damaged_attack" type = "generic_battleship_attack_animation" }
animation = { id = "damaged_defend" type = "generic_battleship_defend_animation" }
animation = { id = "death" type = "generic_battleship_death_animation" }
}
####
# CARRIER
####
pdxmesh = {
name = "generic_carrier_mesh"
file = "gfx/models/units/ships/generic_carrier.mesh"
animation = { id = "idle" type = "generic_carrier_idle_animation" }
animation = { id = "death" type = "generic_carrier_death_animation" }
animation = { id = "death2" type = "generic_carrier_death2_animation" }
}
####
# DESTROYER
####
pdxmesh = {
name = "generic_destroyer_mesh"
file = "gfx/models/units/ships/generic_destroyer.mesh"
animation = { id = "idle" type = "generic_destroyer_idle_animation" }
animation = { id = "attack" type = "generic_destroyer_attack_animation" }
animation = { id = "defend" type = "generic_destroyer_defend_animation" }
animation = { id = "damaged_attack" type = "generic_destroyer_attack_animation" }
animation = { id = "damaged_defend" type = "generic_destroyer_defend_animation" }
animation = { id = "death" type = "generic_destroyer_death_animation" }
}
####
# FREIGHTER
####
pdxmesh = {
name = "generic_freighter_mesh"
file = "gfx/models/units/ships/generic_freighter.mesh"
animation = { id = "idle" type = "generic_freighter_idle_animation" }
animation = { id = "death" type = "generic_freighter_death_animation" }
}
####
# FREIGHTER LP
####
pdxmesh = {
name = "generic_freighter_LP_mesh"
file = "gfx/models/units/ships/generic_freighter_LP.mesh"
animation = { id = "idle" type = "generic_freighter_LP_idle_animation" }
animation = { id = "death" type = "generic_freighter_LP_death_animation" }
}
####
# HEAVY CRUISER
####
pdxmesh = {
name = "generic_heavy_cruiser_mesh"
file = "gfx/models/units/ships/generic_heavy_cruiser.mesh"
animation = { id = "idle" type = "generic_heavy_cruiser_idle_animation" }
animation = { id = "attack" type = "generic_heavy_cruiser_attack_animation" }
animation = { id = "defend" type = "generic_heavy_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "generic_heavy_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "generic_heavy_cruiser_defend_animation" }
animation = { id = "death" type = "generic_heavy_cruiser_death_animation" }
}
####
# LIGHT CRUISER
####
pdxmesh = {
name = "generic_light_cruiser_mesh"
file = "gfx/models/units/ships/generic_light_cruiser.mesh"
animation = { id = "idle" type = "generic_light_cruiser_idle_animation" }
animation = { id = "attack" type = "generic_light_cruiser_attack_animation" }
animation = { id = "defend" type = "generic_light_cruiser_defend_animation" }
animation = { id = "damaged_attack" type = "generic_light_cruiser_attack_animation" }
animation = { id = "damaged_defend" type = "generic_light_cruiser_defend_animation" }
animation = { id = "death" type = "generic_light_cruiser_death_animation" }
}
####
# SUPER HEAVY BATTLESHIP
####
pdxmesh = {
name = "generic_super_heavy_battleship_mesh"
file = "gfx/models/units/ships/generic_super_heavy_battleship.mesh"
animation = { id = "idle" type = "generic_super_heavy_battleship_idle_animation" }
animation = { id = "attack" type = "generic_super_heavy_battleship_attack_animation" }
animation = { id = "defend" type = "generic_super_heavy_battleship_defend_animation" }
animation = { id = "damaged_attack" type = "generic_super_heavy_battleship_attack_animation" }
animation = { id = "damaged_defend" type = "generic_super_heavy_battleship_defend_animation" }
animation = { id = "death" type = "generic_super_heavy_battleship_death_animation" }
}
####
# SUBMARINE
####
pdxmesh = {
name = "generic_submarine_mesh"
file = "gfx/models/units/ships/generic_submarine.mesh"
animation = { id = "idle" type = "generic_submarine_idle_animation" }
animation = { id = "attack" type = "generic_submarine_attack_animation" }
animation = { id = "defend" type = "generic_submarine_defend_animation" }
animation = { id = "damaged_attack" type = "generic_submarine_attack_animation" }
animation = { id = "damaged_defend" type = "generic_submarine_defend_animation" }
animation = { id = "death" type = "generic_submarine_death_animation" }
}
}

279
src/gfx/entities/az_tanks.gfx Executable file
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@@ -0,0 +1,279 @@
objectTypes = {
pdxmesh = {
name = "HUJ_tank_light_mesh"
file = "gfx/models/units/tanks/ENG_tank_light.mesh"
animation = { id = "attack" type = "ENG_tank_light_attack_animation" }
animation = { id = "idle" type = "ENG_tank_light_idle_animation" }
animation = { id = "move" type = "ENG_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "HUJ_tank_medium_mesh"
file = "gfx/models/units/tanks/ENG_tank_medium.mesh"
animation = { id = "attack" type = "ENG_tank_medium_attack_animation" }
animation = { id = "idle" type = "ENG_tank_medium_idle_animation" }
animation = { id = "move" type = "ENG_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "HUJ_tank_heavy_mesh"
file = "gfx/models/units/tanks/ENG_tank_heavy.mesh"
animation = { id = "attack" type = "ENG_tank_heavy_attack_animation" }
animation = { id = "idle" type = "ENG_tank_heavy_idle_animation" }
animation = { id = "move" type = "ENG_tank_heavy_moving_animation" }
scale = 0.65
}
pdxmesh = {
name = "YUW_tank_light_mesh"
file = "gfx/models/units/tanks/FRA_tank_light.mesh"
animation = { id = "attack" type = "FRA_tank_light_attack_animation" }
animation = { id = "idle" type = "FRA_tank_light_idle_animation" }
animation = { id = "move" type = "FRA_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "YUW_tank_medium_mesh"
file = "gfx/models/units/tanks/FRA_tank_medium.mesh"
animation = { id = "attack" type = "FRA_tank_medium_attack_animation" }
animation = { id = "idle" type = "FRA_tank_medium_idle_animation" }
animation = { id = "move" type = "FRA_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "YUW_tank_heavy_mesh"
file = "gfx/models/units/tanks/FRA_tank_heavy.mesh"
animation = { id = "attack" type = "FRA_tank_heavy_attack_animation" }
animation = { id = "idle" type = "FRA_tank_heavy_idle_animation" }
animation = { id = "move" type = "FRA_tank_heavy_moving_animation" }
scale = 0.65
}
pdxmesh = {
name = "generic_tank_light_mesh"
file = "gfx/models/units/tanks/generic_tank_light.mesh"
animation = { id = "attack" type = "generic_tank_light_attack_animation" }
animation = { id = "idle" type = "generic_tank_light_idle_animation" }
animation = { id = "move" type = "generic_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "generic_tank_medium_mesh"
file = "gfx/models/units/tanks/generic_tank_medium.mesh"
animation = { id = "attack" type = "generic_tank_medium_attack_animation" }
animation = { id = "idle" type = "generic_tank_medium_idle_animation" }
animation = { id = "move" type = "generic_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "generic_tank_heavy_mesh"
file = "gfx/models/units/tanks/generic_tank_heavy.mesh"
animation = { id = "attack" type = "generic_tank_heavy_attack_animation" }
animation = { id = "idle" type = "generic_tank_heavy_idle_animation" }
animation = { id = "move" type = "generic_tank_heavy_moving_animation" }
scale = 0.65
}
pdxmesh = {
name = "TIX_tank_light_mesh"
file = "gfx/models/units/tanks/GER_tank_light.mesh"
animation = { id = "attack" type = "GER_tank_light_attack_animation" }
animation = { id = "idle" type = "GER_tank_light_idle_animation" }
animation = { id = "move" type = "GER_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "TIX_tank_medium_mesh"
file = "gfx/models/units/tanks/GER_tank_medium.mesh"
animation = { id = "attack" type = "GER_tank_medium_attack_animation" }
animation = { id = "idle" type = "GER_tank_medium_idle_animation" }
animation = { id = "move" type = "GER_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "TIX_tank_heavy_mesh"
file = "gfx/models/units/tanks/GER_tank_heavy.mesh"
animation = { id = "attack" type = "GER_tank_heavy_attack_animation" }
animation = { id = "idle" type = "GER_tank_heavy_idle_animation" }
animation = { id = "move" type = "GER_tank_heavy_moving_animation" }
animation = { id = "death" type = "GER_tank_heavy_death_animation" }
scale = 0.65
}
pdxmesh = {
name = "SAD_tank_light_mesh"
file = "gfx/models/units/tanks/ITA_tank_light.mesh"
animation = { id = "attack" type = "ITA_tank_light_attack_animation" }
animation = { id = "idle" type = "ITA_tank_light_idle_animation" }
animation = { id = "move" type = "ITA_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "SAD_tank_medium_mesh"
file = "gfx/models/units/tanks/ITA_tank_medium.mesh"
animation = { id = "attack" type = "ITA_tank_medium_attack_animation" }
animation = { id = "idle" type = "ITA_tank_medium_idle_animation" }
animation = { id = "move" type = "ITA_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "SAD_tank_heavy_mesh"
file = "gfx/models/units/tanks/ITA_tank_heavy.mesh"
animation = { id = "attack" type = "ITA_tank_heavy_attack_animation" }
animation = { id = "idle" type = "ITA_tank_heavy_idle_animation" }
animation = { id = "move" type = "ITA_tank_heavy_moving_animation" }
scale = 0.65
}
pdxmesh = {
name = "CHY_tank_light_mesh"
file = "gfx/models/units/tanks/JAP_tank_light.mesh"
animation = { id = "attack" type = "JAP_tank_light_attack_animation" }
animation = { id = "idle" type = "JAP_tank_light_idle_animation" }
animation = { id = "move" type = "JAP_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "CHY_tank_medium_mesh"
file = "gfx/models/units/tanks/JAP_tank_medium.mesh"
animation = { id = "attack" type = "JAP_tank_medium_attack_animation" }
animation = { id = "idle" type = "JAP_tank_medium_idle_animation" }
animation = { id = "move" type = "JAP_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "CHY_tank_heavy_mesh"
file = "gfx/models/units/tanks/JAP_tank_heavy.mesh"
animation = { id = "attack" type = "JAP_tank_heavy_attack_animation" }
animation = { id = "idle" type = "JAP_tank_heavy_idle_animation" }
animation = { id = "move" type = "JAP_tank_heavy_moving_animation" }
scale = 0.65
}
pdxmesh = {
name = "BFL_tank_light_mesh"
file = "gfx/models/units/tanks/SOV_tank_light.mesh"
animation = { id = "attack" type = "SOV_tank_light_attack_animation" }
animation = { id = "idle" type = "SOV_tank_light_idle_animation" }
animation = { id = "move" type = "SOV_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "BFL_tank_medium_mesh"
file = "gfx/models/units/tanks/SOV_tank_medium.mesh"
animation = { id = "attack" type = "SOV_tank_medium_attack_animation" }
animation = { id = "idle" type = "SOV_tank_medium_idle_animation" }
animation = { id = "move" type = "SOV_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "BFL_tank_heavy_mesh"
file = "gfx/models/units/tanks/SOV_tank_heavy.mesh"
animation = { id = "attack" type = "SOV_tank_heavy_attack_animation" }
animation = { id = "idle" type = "SOV_tank_heavy_idle_animation" }
animation = { id = "move" type = "SOV_tank_heavy_moving_animation" }
scale = 0.65
}
pdxmesh = {
name = "BYG_tank_light_mesh"
file = "gfx/models/units/tanks/USA_tank_light.mesh"
animation = { id = "attack" type = "USA_tank_light_attack_animation" }
animation = { id = "idle" type = "USA_tank_light_idle_animation" }
animation = { id = "move" type = "USA_tank_light_moving_animation" }
scale = 0.6
}
pdxmesh = {
name = "BYG_tank_medium_mesh"
file = "gfx/models/units/tanks/USA_tank_medium.mesh"
animation = { id = "attack" type = "USA_tank_medium_attack_animation" }
animation = { id = "idle" type = "USA_tank_medium_idle_animation" }
animation = { id = "move" type = "USA_tank_medium_moving_animation" }
scale = 0.5
}
pdxmesh = {
name = "BYG_tank_heavy_mesh"
file = "gfx/models/units/tanks/USA_tank_heavy.mesh"
animation = { id = "attack" type = "USA_tank_heavy_attack_animation" }
animation = { id = "idle" type = "USA_tank_heavy_idle_animation" }
animation = { id = "move" type = "USA_tank_heavy_moving_animation" }
scale = 0.65
}
}

View File

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##########################
# ENGLAND / COMMONWEALTH #
##########################
entity = {
name = "commonwealth_gfx_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "commonwealth_gfx_infantry_entity" }
}
entity = {
name = "YUW_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "FRA_infantry_entity" }
}
entity = {
name = "TIX_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "GER_infantry_entity" }
}
entity = {
name = "SAD_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "ITA_infantry_entity" }
}
entity = {
name = "BFL_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "SOV_infantry_entity" }
}
entity = {
name = "BYG_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "USA_infantry_entity" }
}
entity = {
name = "CHY_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
event = { sound = { soundeffect = artillery_unit_fire_01 } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
event = { sound = { soundeffect = artillery_unit_fire_01 } }
}
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "JAP_infantry_entity" }
}
entity = {
name = "SIR_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
event = { sound = { soundeffect = artillery_unit_fire_01 } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
event = { sound = { soundeffect = artillery_unit_fire_01 } }
}
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "SIR_infantry_entity" }
}
entity = {
name = "DOH_artillery_entity"
pdxmesh = "frame_artillery_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "death" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
state = { name = "attack" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
event = { sound = { soundeffect = artillery_unit_fire_01 } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
event = { sound = { soundeffect = artillery_unit_fire_01 } }
}
state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
state = { name = "retreat" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 }
scale = 1
attach = { name = artillery artillery = "artillery_gun_entity" }
attach = { name = infantry infantry = "DOH_infantry_entity" }
}
entity = {
name = "DH1_artillery_entity"
clone= "DOH_artillery_entity"
}

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##########################
# Matilda (ENG_light_armor_1)
##########################
entity = {
name = "HUJ_light_armor_1_entity"
pdxmesh = "ENG_light_armor_1_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.5
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Valentine (ENG_light_armor_2)
##########################
entity = {
name = "HUJ_light_armor_2_entity"
pdxmesh = "ENG_light_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
#event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
#event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
#event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.5
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Cromwell (ENG_medium_armor_1)
##########################
entity = {
name = "HUJ_medium_armor_1_entity"
pdxmesh = "ENG_medium_armor_1_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.4
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Comet I (A34) (ENG_medium_armor_2)
##########################
entity = {
name = "HUJ_medium_armor_2_entity"
pdxmesh = "ENG_medium_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.5
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Vickers (ENG_heavy_armor_0)
##########################
entity = {
name = "HUJ_heavy_armor_0_entity"
pdxmesh = "ENG_heavy_armor_0_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Black Prince (ENG_heavy_armor_2)
##########################
entity = {
name = "HUJ_heavy_armor_2_entity"
pdxmesh = "ENG_heavy_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.5
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Tortoise (ENG_super_heavy_armor)
##########################
entity = {
name = "HUJ_super_heavy_armor_entity"
pdxmesh = "ENG_super_heavy_armor_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Centurion (ENG_modern_armor)
##########################
entity = {
name = "HUJ_modern_armor_entity"
pdxmesh = "ENG_modern_armor_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}

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##########################
# H35 (FRA_light_armor_0)
##########################
entity = {
name = "YUW_light_armor_0_entity"
pdxmesh = "FRA_light_armor_0_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# AMX 12 (FRA_light_armor_2)
##########################
entity = {
name = "YUW_light_armor_2_entity"
pdxmesh = "FRA_light_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.9
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# S35 (FRA_medium_armor_1)
##########################
entity = {
name = "YUW_medium_armor_1_entity"
pdxmesh = "FRA_medium_armor_1_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.7
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# Sarl 42 (FRA_medium_armor_2)
##########################
entity = {
name = "YUW_medium_armor_2_entity"
pdxmesh = "FRA_medium_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.7
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# ARL 44 (FRA_heavy_armor_1)
##########################
entity = {
name = "YUW_heavy_armor_1_entity"
pdxmesh = "FRA_heavy_armor_1_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.9
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# AMX-M4 (FRA_heavy_armor_2)
##########################
entity = {
name = "YUW_heavy_armor_2_entity"
pdxmesh = "FRA_heavy_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 1.1
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# FCM-F1 (FRA_super_heavy_armor)
##########################
entity = {
name = "YUW_super_heavy_armor_entity"
pdxmesh = "FRA_super_heavy_armor_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.9
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# AMX 50t (FRA_modern_armor)
##########################
entity = {
name = "YUW_modern_armor_entity"
pdxmesh = "FRA_modern_armor_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.9
game_data = {
texture_anim_speed = 0.5
}
}

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##########################
# PANZER I (GER_light_armor_0)
##########################
entity = {
name = "TIX_light_armor_0_entity"
pdxmesh = "GER_light_armor_0_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_particle" keep_particle = yes sound = { soundeffect = infantry_mg_attack } }
event = { time = 0.1 node="barrel2" particle = "mg_muzzle_smoke_particle" keep_particle = yes }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# LEOPARD VK1602 (GER_light_armor_2)
##########################
entity = {
name = "TIX_light_armor_2_entity"
pdxmesh = "GER_light_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.95
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# PANZER III (GER_medium_armor_0)
##########################
entity = {
name = "TIX_medium_armor_0_entity"
pdxmesh = "GER_medium_armor_0_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# PANTHER (GER_medium_armor_2)
##########################
entity = {
name = "TIX_medium_armor_2_entity"
pdxmesh = "GER_medium_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.95
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# GROSSTRAKTOR (GER_heavy_armor_0)
##########################
entity = {
name = "TIX_heavy_armor_0_entity"
pdxmesh = "GER_heavy_armor_0_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.6
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# KING TIGER (GER_heavy_armor_2)
##########################
entity = {
name = "TIX_heavy_armor_2_entity"
pdxmesh = "GER_heavy_armor_2_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.95
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# MAUS (GER_super_heavy_armor)
##########################
entity = {
name = "TIX_super_heavy_armor_entity"
pdxmesh = "GER_super_heavy_armor_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.95
game_data = {
texture_anim_speed = 0.5
}
}
##########################
# E-50 (GER_modern_armor)
##########################
entity = {
name = "TIX_modern_armor_entity"
pdxmesh = "GER_modern_armor_mesh"
state = { name = "idle" animation = "idle" animation_blend_time = 0.3 }
state = { name = "move" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "retreat" animation = "move" animation_blend_time = 0.3
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes}
event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
}
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "defend" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } }
}
state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
}
scale = 0.95
game_data = {
texture_anim_speed = 0.5
}
}

View File

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

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entity = {
clone = "BYG_infantry_entity"
name = "BLI_infantry_entity"
}
entity = {
clone = "BYG_infantry_2_entity"
name = "BLI_infantry_2_entity"
}
entity = {
clone = "BYG_infantry_3_entity"
name = "BLI_infantry_3_entity"
}
entity = {
clone = "BYG_infantry_entity"
name = "BLI_infantry_entity"
}
entity = {
clone = "BYG_motorized_entity"
name = "BLI_motorized_entity"
}
entity = {
clone = "BYG_mechanized_entity"
name = "BLI_mechanized_entity"
}
entity = {
clone = "BYG_artillery_entity"
name = "BLI_artillery_entity"
}
entity = {
clone = "BYG_cavalry_entity"
name = "BLI_cavalry_entity"
}
entity = {
clone = "CHY_infantry_entity"
name = "BOW_infantry_entity"
}
entity = {
clone = "CHY_infantry_2_entity"
name = "BOW_infantry_2_entity"
}
entity = {
clone = "CHY_infantry_3_entity"
name = "BOW_infantry_3_entity"
}
entity = {
clone = "CHY_infantry_entity"
name = "BOW_infantry_entity"
}
entity = {
clone = "CHY_motorized_entity"
name = "BOW_motorized_entity"
}
entity = {
clone = "CHY_mechanized_entity"
name = "BOW_mechanized_entity"
}
entity = {
clone = "CHY_artillery_entity"
name = "BOW_artillery_entity"
}
entity = {
clone = "CHY_cavalry_entity"
name = "BOW_cavalry_entity"
}

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File diff suppressed because it is too large Load Diff

105
src/gfx/entities/az_vehicles.gfx Executable file
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objectTypes = {
pdxmesh = {
name = "motorized_frame_mesh"
file = "gfx/models/units/vehicles/motorized_frame.mesh"
animation = { id = "idle" type = "motorized_frame_idle_animation" }
animation = { id = "move" type = "motorized_frame_move_animation" }
animation = { id = "attack" type = "motorized_frame_attack_animation" }
}
pdxmesh = {
name = "HUJ_mechanized_mesh"
file = "gfx/models/units/vehicles/ENG_mechanized_01.mesh"
animation = { id = "idle" type = "ENG_mechanized_01_idle_animation" }
animation = { id = "move" type = "ENG_mechanized_01_move_animation" }
animation = { id = "attack" type = "ENG_mechanized_01_attack_animation" }
}
pdxmesh = {
name = "generic_motorized_mesh"
file = "gfx/models/units/vehicles/generic_motorized_01.mesh"
animation = { id = "idle" type = "generic_motorized_01_idle_animation" }
animation = { id = "move" type = "generic_motorized_01_move_animation" }
}
pdxmesh = {
name = "TIX_mechanized_mesh"
file = "gfx/models/units/vehicles/GER_mechanized_01.mesh"
animation = { id = "idle" type = "GER_mechanized_01_idle_animation" }
animation = { id = "move" type = "GER_mechanized_01_move_animation" }
animation = { id = "attack" type = "GER_mechanized_01_attack_animation" }
}
pdxmesh = {
name = "TIX_motorized_mesh"
file = "gfx/models/units/vehicles/GER_motorized_01.mesh"
animation = { id = "idle" type = "GER_motorized_01_idle_animation" }
animation = { id = "move" type = "GER_motorized_01_move_animation" }
}
pdxmesh = {
name = "BFL_mechanized_mesh"
file = "gfx/models/units/vehicles/SOV_mechanized_01.mesh"
animation = { id = "idle" type = "SOV_mechanized_01_idle_animation" }
animation = { id = "move" type = "SOV_mechanized_01_move_animation" }
}
pdxmesh = {
name = "BFL_motorized_mesh"
file = "gfx/models/units/vehicles/SOV_motorized_01.mesh"
animation = { id = "idle" type = "SOV_motorized_01_idle_animation" }
animation = { id = "move" type = "SOV_motorized_01_move_animation" }
}
pdxmesh = {
name = "BYG_mechanized_mesh"
file = "gfx/models/units/vehicles/US_mechanized_01.mesh"
animation = { id = "idle" type = "US_mechanized_01_idle_animation" }
animation = { id = "move" type = "US_mechanized_01_move_animation" }
animation = { id = "attack" type = "US_mechanized_01_attack_animation" }
}
pdxmesh = {
name = "BYG_motorized_mesh"
file = "gfx/models/units/vehicles/US_motorized_01.mesh"
animation = { id = "idle" type = "US_motorized_01_idle_animation" }
animation = { id = "move" type = "US_motorized_01_move_animation" }
}
pdxmesh = {
name = "bicycle_frame_mesh"
file = "gfx/models/units/vehicles/bicycle_frame.mesh"
animation = { id = "idle" type = "bicycle_frame_idle_animation" }
animation = { id = "move" type = "bicycle_frame_move_animation" }
animation = { id = "attack" type = "bicycle_frame_attack_animation" }
}
pdxmesh = {
name = "bicycle_vehicle_mesh"
file = "gfx/models/units/vehicles/bicycle_vehicle.mesh"
animation = { id = "idle" type = "bicycle_vehicle_idle_animation" }
animation = { id = "idle_2" type = "bicycle_vehicle_idle_2_animation" }
animation = { id = "move" type = "bicycle_vehicle_move_animation" }
animation = { id = "move_2" type = "bicycle_vehicle_move_2_animation" }
animation = { id = "retreat" type = "bicycle_vehicle_retreat_animation" }
animation = { id = "retreat_2" type = "bicycle_vehicle_retreat_2_animation" }
animation = { id = "still" type = "bicycle_vehicle_still_animation" }
}
}