diff --git a/src/common/decisions/shipgirl_jiefang_decisions.txt b/src/common/decisions/shipgirl_jiefang_decisions.txt index 392d137..f636f97 100755 --- a/src/common/decisions/shipgirl_jiefang_decisions.txt +++ b/src/common/decisions/shipgirl_jiefang_decisions.txt @@ -27,6 +27,8 @@ jiefanglingtu_category = { is_controlled_by = ROOT } } + NOT = { has_global_flag = modoption_fengkuangai_on } + NOT = { has_global_flag = modoption_historicalbossai_on } } target_trigger = { FROM = { diff --git a/src/gfx/entities/az_ATUP_tanks.asset b/src/gfx/entities/az_ATUP_tanks.asset new file mode 100755 index 0000000..52a2679 --- /dev/null +++ b/src/gfx/entities/az_ATUP_tanks.asset @@ -0,0 +1,2591 @@ +#light_tank_destroyer_brigade +#light_sp_anti_air_brigade +#light_sp_artillery_brigade +#modern_armor + +entity = { + name = "TIX_heavy_sp_artillery_brigade_1_entity" + pdxmesh = "GER_heavy_tank_artillery_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 = "ger_heavy_sp_artillery_moving" } } + } + 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 = "ger_heavy_sp_artillery_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_sp_artillery_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_sp_artillery_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_sp_artillery_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "TIX_heavy_tank_destroyer_brigade_0_entity" + pdxmesh = "GER_heavy_tank_destroyer_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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 + } +} + +entity = { + name = "TIX_heavy_tank_destroyer_brigade_1_entity" + pdxmesh = "GER_heavy_tank_destroyer_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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 + } +} + +entity = { + name = "TIX_heavy_tank_destroyer_brigade_2_entity" + pdxmesh = "GER_heavy_tank_destroyer_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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 + } +} + +entity = { + name = "TIX_light_sp_anti_air_brigade_0_entity" + pdxmesh = "GER_light_tank_aa_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 = "ger_light_sp_anti_air_moving" } } + } + 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 = "ger_light_sp_anti_air_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_light_sp_anti_air_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_light_sp_anti_air_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_light_sp_anti_air_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + 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 + } +} + +entity = { + name = "TIX_light_sp_artillery_brigade_0_entity" + pdxmesh = "GER_light_tank_artillery_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 } + } + 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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_light_sp_artillery_brigade_1_entity" + pdxmesh = "GER_light_tank_artillery_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_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 } + } + 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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_light_tank_destroyer_brigade_0_entity" + pdxmesh = "GER_light_tank_destroyer_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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = "ger_heavy_tank_destroyer_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "TIX_light_tank_destroyer_brigade_1_entity" + pdxmesh = "GER_light_tank_destroyer_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 = "ger_heavy_tank_destroyer_moving" } } + } + 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 = "ger_heavy_tank_destroyer_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_medium_sp_anti_air_brigade_0_entity" + pdxmesh = "GER_medium_tank_aa_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="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 = "ger_medium_sp_anti_air_1_moving" } } + } + 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 = "ger_medium_sp_anti_air_1_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + 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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_medium_sp_anti_air_brigade_1_entity" + pdxmesh = "GER_medium_tank_aa_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 = "ger_medium_sp_anti_air_1_moving" } } + } + 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 = "ger_medium_sp_anti_air_1_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + 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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_medium_sp_anti_air_brigade_2_entity" + pdxmesh = "GER_medium_tank_aa_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="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 = "ger_medium_sp_anti_air_2_moving" } } + } + 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 = "ger_medium_sp_anti_air_2_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "ger_medium_sp_anti_air_2_fire" } } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "ger_medium_sp_anti_air_2_fire" } } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "ger_medium_sp_anti_air_2_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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_medium_sp_artillery_brigade_0_entity" + pdxmesh = "GER_medium_tank_artillery_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="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 = ger_heavy_sp_artillery_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 = ger_heavy_sp_artillery_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 = ger_heavy_sp_artillery_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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "TIX_medium_sp_artillery_brigade_1_entity" + pdxmesh = "GER_medium_tank_artillery_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_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 = ger_heavy_sp_artillery_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 = ger_heavy_sp_artillery_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 = ger_heavy_sp_artillery_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 + } +} + +entity = { + name = "TIX_medium_sp_artillery_brigade_2_entity" + pdxmesh = "GER_medium_tank_artillery_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 = ger_heavy_sp_artillery_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 = ger_heavy_sp_artillery_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 = ger_heavy_sp_artillery_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 + } +} + +entity = { + name = "TIX_medium_tank_destroyer_brigade_0_entity" + pdxmesh = "GER_medium_tank_destroyer_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "TIX_medium_tank_destroyer_brigade_1_entity" + pdxmesh = "GER_medium_tank_destroyer_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_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "TIX_medium_tank_destroyer_brigade_2_entity" + pdxmesh = "GER_medium_tank_destroyer_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "TIX_modern_sp_anti_air_brigade_0_entity" + pdxmesh = "GER_modern_tank_aa_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="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 = "ger_modern_sp_anti_air_0_moving" } } + } + 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 = "ger_modern_sp_anti_air_0_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "ger_modern_sp_anti_air_0_fire" } } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "ger_modern_sp_anti_air_0_fire" } } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "ger_modern_sp_anti_air_0_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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_heavy_armor_2_entity" + pdxmesh = "ITA_heavy_tank_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="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 } + } + 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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_heavy_sp_artillery_brigade_1_entity" + pdxmesh = "ITA_heavy_tank_artillery_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 = "ita_heavy_sp_artillery_moving" } } + } + 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 = "ita_heavy_sp_artillery_moving" } } + } + 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 = ita_heavy_sp_artillery_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 = ita_heavy_sp_artillery_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 = ita_heavy_sp_artillery_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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_light_armor_1_entity" + pdxmesh = "ITA_light_tank_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="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 = 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 = 0.8 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_light_tank_destroyer_brigade_0_entity" + pdxmesh = "ITA_light_tank_destroyer_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 + } +} + +entity = { + name = "SAD_light_tank_destroyer_brigade_1_entity" + pdxmesh = "ITA_light_tank_destroyer_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_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 = ger_heavy_tank_destroyer_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 + } +} + +entity = { + name = "SAD_mechanized_entity" + version = 1 + pdxmesh = "motorized_frame_mesh" + + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 } + state = { name = "retreat" animation = "move" 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 = 0.3 animation_speed = 1.0 } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 } + state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 } + scale = 1.0 + + attach = { name = "vehicle" vehicle = "ITA_mechanized_vehicle_1_entity" } + attach = { name = "infantry" infantry = "ITA_vehicle_infantry_rifle_entity" } +} + +entity = { + name = "SAD_mechanized_vehicle_1_entity" + pdxmesh = "ITA_mechanized_equipment_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="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 = "ita_mechanized_moving" } } + } + 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 = "ita_mechanized_moving" } } + } + state = { name = "attack" animation = "idle" animation_blend_time = 0.3 } + state = { name = "defend" animation = "idle" animation_blend_time = 0.3 } + state = { name = "support_attack" animation = "idle" animation_blend_time = 0.3 } + 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 + } +} + +entity = { + name = "SAD_medium_armor_1_entity" + pdxmesh = "ITA_medium_tank_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_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 } + } + 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 + } +} + +entity = { + name = "SAD_medium_sp_anti_air_brigade_2_entity" + pdxmesh = "ITA_medium_tank_aa_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_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_fire" } } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_fire" } } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_medium_sp_artillery_brigade_1_entity" + pdxmesh = "ITA_medium_tank_artillery_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + 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 = ita_heavy_sp_artillery_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 = ita_heavy_sp_artillery_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 = ita_heavy_sp_artillery_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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_medium_sp_artillery_brigade_2_entity" + pdxmesh = "ITA_medium_tank_artillery_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 = ita_heavy_sp_artillery_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 = ita_heavy_sp_artillery_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 = ita_heavy_sp_artillery_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 + } +} + +entity = { + name = "SAD_medium_tank_destroyer_brigade_1_entity" + pdxmesh = "ITA_medium_tank_destroyer_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_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "SAD_medium_tank_destroyer_brigade_2_entity" + pdxmesh = "ITA_medium_tank_destroyer_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + +entity = { + name = "CHY_heavy_armor_1_entity" + pdxmesh = "JAP_heavy_tank_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_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 } + } + 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 + } +} + +entity = { + name = "CHY_heavy_armor_2_entity" + pdxmesh = "JAP_heavy_tank_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 } + } + 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 + } +} + +entity = { + name = "CHY_heavy_sp_artillery_brigade_0_entity" + pdxmesh = "JAP_heavy_tank_artillery_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 = "jap_heavy_sp_artillery_0_moving" } } + } + 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 = "jap_heavy_sp_artillery_0_moving" } } + } + 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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 + } +} + +entity = { + name = "CHY_heavy_sp_artillery_brigade_1_entity" + pdxmesh = "JAP_heavy_tank_artillery_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 = "jap_heavy_sp_artillery_1_moving" } } + } + 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 = "jap_heavy_sp_artillery_1_moving" } } + } + 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 = jap_heavy_sp_artillery_1_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 = jap_heavy_sp_artillery_1_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 = jap_heavy_sp_artillery_1_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 + } +} + + +entity = { + name = "CHY_super_heavy_armor_entity" + pdxmesh = "JAP_super_heavy_tank_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 = "jap_super_heavy_armor_moving" } } + } + 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 = "jap_super_heavy_armor_moving" } } + } + 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 = jap_super_heavy_armor_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 = jap_super_heavy_armor_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 = jap_super_heavy_armor_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 + } +} + +entity = { + name = "CHY_heavy_tank_destroyer_brigade_0_entity" + pdxmesh = "JAP_heavy_tank_destroyer_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 = "jap_heavy_tank_destroyer_0_moving" } } + } + 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 = "jap_heavy_tank_destroyer_0_moving" } } + } + 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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 + } +} + +entity = { + name = "CHY_heavy_tank_destroyer_brigade_1_entity" + pdxmesh = "JAP_heavy_tank_destroyer_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 = "jap_heavy_tank_destroyer_1_moving" } } + } + 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 = "jap_heavy_tank_destroyer_1_moving" } } + } + 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 = jap_heavy_tank_destroyer_1_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 = jap_heavy_tank_destroyer_1_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 = jap_heavy_tank_destroyer_1_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 + } +} + +entity = { + name = "CHY_light_armor_0_entity" + pdxmesh = "JAP_light_tank_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="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 } + } + 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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_light_armor_2_entity" + pdxmesh = "JAP_light_tank_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_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 = 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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_light_sp_anti_air_brigade_1_entity" + pdxmesh = "JAP_light_tank_aa_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="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 = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_fire" } } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_fire" } } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_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 = 0.4 + + game_data = { + texture_anim_speed = -0.5 + } +} + +entity = { + name = "CHY_light_sp_anti_air_brigade_2_entity" + pdxmesh = "JAP_light_tank_aa_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_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_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_fire" } } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_fire" } } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle" keep_particle = yes } + event = { sound = { soundeffect = "mechanized_units_mg_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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_light_sp_artillery_brigade_2_entity" + pdxmesh = "JAP_light_tank_artillery_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_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 = 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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_light_tank_destroyer_brigade_2_entity" + pdxmesh = "JAP_light_tank_destroyer_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_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 = 0.4 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_mechanized_entity" + version = 1 + pdxmesh = "motorized_frame_mesh" + + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 } + state = { name = "retreat" animation = "move" 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 = 0.3 animation_speed = 1.0 } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0 } + state = { name = "move" animation = "move" animation_blend_time = 0.3 animation_speed = 1.0 } + scale = 1.0 + + attach = { name = "vehicle" vehicle = "JAP_mechanized_vehicle_0_entity" } + attach = { name = "infantry" infantry = "JAP_vehicle_infantry_rifle_entity" } +} + +entity = { + name = "CHY_mechanized_vehicle_0_entity" + pdxmesh = "JAP_mechanized_equipment_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 = "jap_mechanized_vehicle_moving" } } + } + 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 = "jap_mechanized_vehicle_moving" } } + } + state = { name = "attack" animation = "idle" animation_blend_time = 0.3 } + state = { name = "defend" animation = "idle" animation_blend_time = 0.3 } + state = { name = "support_attack" animation = "idle" animation_blend_time = 0.3 } + 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 + } +} + +entity = { + name = "CHY_medium_armor_1_entity" + pdxmesh = "JAP_medium_tank_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_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 } + } + 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 + } +} + +entity = { + name = "CHY_medium_armor_2_entity" + pdxmesh = "JAP_medium_tank_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 } + } + 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 + } +} + +entity = { + name = "CHY_medium_sp_artillery_brigade_0_entity" + pdxmesh = "JAP_medium_tank_artillery_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 + } +} + +entity = { + name = "CHY_medium_sp_artillery_brigade_1_entity" + pdxmesh = "JAP_medium_tank_artillery_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_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 + } +} + +entity = { + name = "CHY_medium_sp_artillery_brigade_2_entity" + pdxmesh = "JAP_medium_tank_artillery_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 = jap_heavy_sp_artillery_0_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 + } +} + +entity = { + name = "CHY_medium_tank_destroyer_brigade_0_entity" + pdxmesh = "JAP_medium_tank_destroyer_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 + } +} + +entity = { + name = "CHY_medium_tank_destroyer_brigade_1_entity" + pdxmesh = "JAP_medium_tank_destroyer_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_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 + } +} + +entity = { + name = "CHY_medium_tank_destroyer_brigade_2_entity" + pdxmesh = "JAP_medium_tank_destroyer_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 = jap_heavy_tank_destroyer_0_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 + } +} + +entity = { + name = "CHY_modern_armor_entity" + pdxmesh = "JAP_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 = "jap_modern_armor_moving" } } + } + 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 = "jap_modern_armor_moving" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = jap_modern_armor_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = jap_modern_armor_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = jap_modern_armor_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + + + +##缺失的部分## + + + +entity = { + name = "SAD_light_armor_entity" + pdxmesh = "ITA_tank_light_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_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_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="left_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } } + event = { time = 0 node="left_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } } + event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" } + event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="left_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } } + event = { time = 0 node="left_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } } + event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" } + event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="left_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } } + event = { time = 0 node="left_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ITA_light_armour_fire } } + event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" } + event = { time = 0.1 node="right_barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + 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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.83 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_medium_armor_entity" + pdxmesh = "ITA_tank_medium_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_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_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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.25 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "SAD_heavy_armor_entity" + pdxmesh = "ITA_tank_heavy_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1 + + game_data = { + texture_anim_speed = 0.5 + } +} + + + + + + + +entity = { + name = "CHY_light_armor_1_entity" + pdxmesh = "JAP_tank_light_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="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="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 = "rifle_muzzle_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 = "rifle_muzzle_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 = "rifle_muzzle_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.85 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_medium_armor_0_entity" + pdxmesh = "JAP_tank_medium_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_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_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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.2 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "CHY_heavy_armor_0_entity" + pdxmesh = "JAP_tank_heavy_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="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="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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + + scale = 0.95 + + game_data = { + texture_anim_speed = 0.5 + } +} \ No newline at end of file diff --git a/src/gfx/entities/az_BBA_units_planes.asset b/src/gfx/entities/az_BBA_units_planes.asset new file mode 100755 index 0000000..84514d2 --- /dev/null +++ b/src/gfx/entities/az_BBA_units_planes.asset @@ -0,0 +1,2240 @@ +# Italy +entity = { + name = "SAD_CAS_equipment_1_entity" + pdxmesh = "ITA_cas_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_CAS_equipment_2_entity" + pdxmesh = "ITA_cas_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_CAS_equipment_3_entity" + pdxmesh = "ITA_cas_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_fighter_equipment_1_entity" + pdxmesh = "ITA_fighter_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_fighter_equipment_2_entity" + pdxmesh = "ITA_fighter_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_fighter_equipment_3_entity" + pdxmesh = "ITA_fighter_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_fighter_equipment_0_entity" + pdxmesh = "ITA_interwar_fighter_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_fighter_equipment_0_entity" + pdxmesh = "ITA_interwar_carrier_fighter_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_fighter_equipment_1_entity" + pdxmesh = "ITA_carrier_fighter_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_fighter_equipment_2_entity" + pdxmesh = "ITA_carrier_fighter_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_fighter_equipment_3_entity" + pdxmesh = "ITA_carrier_fighter_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_heavy_fighter_equipment_1_entity" + pdxmesh = "ITA_heavy_fighter_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "SAD_strat_bomber_equipment_2_entity" + pdxmesh = "ITA_strat_bomber_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} + +entity = { + name = "SAD_strat_bomber_equipment_3_entity" + pdxmesh = "ITA_strat_bomber_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} + +entity = { + name = "SAD_cv_CAS_equipment_1_entity" + pdxmesh = "ITA_carrier_cas_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_CAS_equipment_2_entity" + pdxmesh = "ITA_carrier_cas_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_CAS_equipment_3_entity" + pdxmesh = "ITA_carrier_cas_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_nav_bomber_equipment_1_entity" + pdxmesh = "ITA_carrier_nav_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_nav_bomber_equipment_2_entity" + pdxmesh = "ITA_carrier_nav_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_cv_nav_bomber_equipment_3_entity" + pdxmesh = "ITA_carrier_nav_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.135 +} + +entity = { + name = "SAD_interwar_bomber_entity" + pdxmesh = "ITA_interwar_bomber_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_strat_bomber_1_entity" + pdxmesh = "ITA_strat_bomber_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_tac_bomber_1_entity" + pdxmesh = "ITA_tac_bomber_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_tac_bomber_2_entity" + pdxmesh = "ITA_tac_bomber_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_tac_bomber_3_entity" + pdxmesh = "ITA_tac_bomber_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_heavy_fighter_2_entity" + pdxmesh = "ITA_heavy_fighter_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.175 +} +entity = { + name = "SAD_heavy_fighter_3_entity" + pdxmesh = "ITA_heavy_fighter_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_nav_1_entity" + pdxmesh = "ITA_nav_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_nav_2_entity" + pdxmesh = "ITA_nav_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SAD_nav_3_entity" + pdxmesh = "ITA_nav_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_light_plane_1_entity" + pdxmesh = "ENG_light_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_light_plane_2_entity" + pdxmesh = "ENG_light_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_medium_plane_3_entity" + pdxmesh = "ENG_medium_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} + +entity = { + name = "BYG_heavy_plane_2_entity" + pdxmesh = "USA_heavy_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.21 +} +entity = { + name = "BYG_light_plane_1_entity" + pdxmesh = "USA_light_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun5" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun6" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_light_plane_2_entity" + pdxmesh = "USA_light_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_light_plane_3_entity" + pdxmesh = "USA_light_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun5" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun6" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_light_plane_4_entity" + pdxmesh = "USA_light_plane_4_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun5" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_medium_plane_1_entity" + pdxmesh = "USA_medium_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "CHY_light_plane_1_entity" + pdxmesh = "JAP_light_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_light_plane_2_entity" + pdxmesh = "JAP_light_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_light_plane_3_entity" + pdxmesh = "JAP_light_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_light_plane_3_entity" + pdxmesh = "ENG_light_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_medium_plane_2_entity" + pdxmesh = "ENG_medium_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "YUW_light_plane_1_entity" + pdxmesh = "FRA_light_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "TIX_medium_jet_plane_1_entity" + pdxmesh = "GER_medium_jet_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "TIX_medium_plane_1_entity" + pdxmesh = "GER_medium_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "CHY_heavy_plane_1_entity" + pdxmesh = "JAP_heavy_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} +entity = { + name = "CHY_heavy_plane_2_entity" + pdxmesh = "JAP_heavy_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} +entity = { + name = "CHY_jet_plane_1_entity" + pdxmesh = "JAP_jet_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_light_plane_4_entity" + pdxmesh = "JAP_light_plane_4_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "SOV_jet_plane_1_entity" + pdxmesh = "SOV_jet_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_jet_plane_1_entity" + pdxmesh = "USA_jet_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_medium_plane_2_entity" + pdxmesh = "USA_medium_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "HUJ_heavy_plane_1_entity" + pdxmesh = "ENG_heavy_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.21 +} +entity = { + name = "YUW_medium_plane_1_entity" + pdxmesh = "FRA_medium_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "TIX_heavy_plane_2_entity" + pdxmesh = "GER_heavy_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine5" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine6" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.21 +} +entity = { + name = "TIX_medium_plane_2_entity" + pdxmesh = "GER_medium_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "CHY_medium_plane_3_entity" + pdxmesh = "JAP_medium_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.18 +} +entity = { + name = "BYG_heavy_plane_3_entity" + pdxmesh = "USA_heavy_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine6" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} +entity = { + name = "YUW_light_plane_2_entity" + pdxmesh = "FRA_light_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} + +entity = { + name = "CHY_medium_plane_2_entity" + pdxmesh = "JAP_medium_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_light_plane_5_entity" + pdxmesh = "USA_light_plane_5_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_light_plane_6_entity" + pdxmesh = "USA_light_plane_6_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "TIX_light_plane_4_entity" + pdxmesh = "GER_light_plane_4_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "TIX_rocket_plane_1_entity" + pdxmesh = "GER_rocket_plane_1_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_heavy_plane_2_entity" + pdxmesh = "ENG_heavy_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} +entity = { + name = "HUJ_light_plane_4_entity" + pdxmesh = "ENG_light_plane_4_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "HUJ_medium_jet_plane_entity" + pdxmesh = "ENG_medium_jet_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.155 +} +entity = { + name = "ETH_heavy_plane_entity" + pdxmesh = "ETH_heavy_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} +entity = { + name = "ETH_light_plane_entity" + pdxmesh = "ETH_light_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "ETH_medium_plane_entity" + pdxmesh = "ETH_medium_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.155 +} +entity = { + name = "YUW_light_plane_3_entity" + pdxmesh = "FRA_light_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.155 +} +entity = { + name = "YUW_medium_plane_2_entity" + pdxmesh = "FRA_medium_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_light_plane_5_entity" + pdxmesh = "JAP_light_plane_5_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_light_plane_6_entity" + pdxmesh = "JAP_light_plane_6_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_light_plane_7_entity" + pdxmesh = "JAP_light_plane_7_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "CHY_medium_plane_4_entity" + pdxmesh = "JAP_medium_plane_4_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.165 +} +entity = { + name = "SWI_heavy_plane_entity" + pdxmesh = "SWI_heavy_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.2 +} +entity = { + name = "SWI_light_plane_entity" + pdxmesh = "SWI_light_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.155 +} +entity = { + name = "SWI_medium_plane_entity" + pdxmesh = "SWI_medium_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.185 +} +entity = { + name = "BYG_light_plane_7_entity" + pdxmesh = "USA_light_plane_7_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_light_plane_8_entity" + pdxmesh = "USA_light_plane_8_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 +} +entity = { + name = "BYG_medium_plane_3_entity" + pdxmesh = "USA_medium_plane_3_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.165 +} diff --git a/src/gfx/entities/az_NSB_units_railway_guns.asset b/src/gfx/entities/az_NSB_units_railway_guns.asset new file mode 100755 index 0000000..a2dbb79 --- /dev/null +++ b/src/gfx/entities/az_NSB_units_railway_guns.asset @@ -0,0 +1,156 @@ +# Germany +entity = { + name = "TIX_railway_gun_entity" + pdxmesh = "GER_railway_gun_mesh" + + locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} } + + default_state = "idle" + + 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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { trigger_once = yes sound = { soundeffect = "GER_train_equipment_3" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes } + event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes } + event = { time = 2.2 trigger_once = yes sound = { soundeffect = "GER_railway_gun" } } + } + scale = 0.25 +} + +# Soviet +entity = { + name = "BFL_railway_gun_entity" + pdxmesh = "SOV_railway_gun_mesh" + + locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} } + + default_state = "idle" + + 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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { trigger_once = yes sound = { soundeffect = "SOV_train_equipment_3" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes } + event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes } + event = { time = 2.2 trigger_once = yes sound = { soundeffect = "SOV_railway_gun" } } + } + scale = 0.35 +} + +# France +entity = { + name = "YUW_railway_gun_entity" + pdxmesh = "FRA_railway_gun_mesh" + + locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} } + + default_state = "idle" + + 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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { trigger_once = yes sound = { soundeffect = "FRA_train_equipment_1" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes } + event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes } + event = { time = 2.2 trigger_once = yes sound = { soundeffect = "FRA_railway_gun" } } + } + scale = 0.25 +} + +# Britain +entity = { + name = "HUJ_railway_gun_entity" + pdxmesh = "ENG_railway_gun_mesh" + + locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} } + + default_state = "idle" + + 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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { trigger_once = yes sound = { soundeffect = "ENG_train_equipment_1" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes } + event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes } + event = { time = 2.2 trigger_once = yes sound = { soundeffect = "ENG_railway_gun" } } + } + scale = 0.2 +} + +# USA +entity = { + name = "BYG_railway_gun_entity" + pdxmesh = "USA_railway_gun_mesh" + + locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} } + + default_state = "idle" + + 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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { trigger_once = yes sound = { soundeffect = "USA_train_equipment_1" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes } + event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes } + event = { time = 2.2 trigger_once = yes sound = { soundeffect = "USA_railway_gun" } } + } + scale = 0.2 +} + + +# Japan +entity = { + name = "CHY_railway_gun_entity" + pdxmesh = "JAP_railway_gun_mesh" + + locator = { name = loc1 position = { 0 -0.9 -1.05 } rotation ={ -90 0 0} } + + default_state = "idle" + + 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_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_1" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="left_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { time = 0 node="right_track_2" particle = "tank_moving_tracks_particle" keep_particle = no trigger_once = yes} + event = { trigger_once = yes sound = { soundeffect = "JPN_train_equipment_3" } } + } + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 2.2 node = "gun_barrel" particle = "railway_gun_attack_barrel_particle" keep_particle = yes } + event = { time = 2.2 node="gun_barrel" particle = "railway_gun_attack_barrel_smoke_particle" keep_particle = yes } + event = { time = 2.2 trigger_once = yes sound = { soundeffect = "JPN_railway_gun" } } + } + scale = 0.2 +} \ No newline at end of file diff --git a/src/gfx/entities/az_allied_armor_pack_units.asset b/src/gfx/entities/az_allied_armor_pack_units.asset index 158bcee..606e9f2 100755 --- a/src/gfx/entities/az_allied_armor_pack_units.asset +++ b/src/gfx/entities/az_allied_armor_pack_units.asset @@ -2100,4 +2100,710 @@ entity = { game_data = { texture_anim_speed = 0.5 } +} + + + + +##缺失的部分## + +#Strv m21 +entity = { + name = "DOH_iw_armor_entity" + pdxmesh = "SWE_iw_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="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="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 = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } } + event = { time = 0 node="barrel" 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 = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } } + event = { time = 0 node="barrel" 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.6 + + game_data = { + texture_anim_speed = 0.4 + } + +} + +entity = { + name = "DOH_light_armor_0_entity" + pdxmesh = "SWI_light_tank_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 = 0.7 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#Strv m39 (L60 II) +entity = { + name = "DOH_light_armor_1_entity" + pdxmesh = "SWE_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="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="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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#Strv m40 (L60 III) +entity = { + name = "DOH_light_armor_2_entity" + pdxmesh = "SWE_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="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="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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#Strv m/40L (L60S III) +entity = { + name = "DOH_light_tank_destroyer_brigade_1_entity" + pdxmesh = "SWE_light_tank_destroyer_brigade_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="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="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 } } #uses medium_armour_fire instead of DLC SFX alliance_tank_cannon_fire_small + 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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#L-62 Anti II +entity = { + name = "DOH_light_sp_anti_air_brigade_0_entity" + pdxmesh = "SWE_light_sp_anti_air_brigade_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="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="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 light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = mechanized_units_mg_fire } } + event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle" keep_particle = yes light = "mg_muzzle_flash" } + } + state = { name = "training" animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0 + event = { time = 0 node="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#T-28 +entity = { + name = "DOH_medium_gw_armor_0_entity" + pdxmesh = "FIN_medium_gw_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 = 0.4 + } + +} + +#Panzer IV (with leaf camo) +entity = { + name = "DOH_medium_armor_entity" + pdxmesh = "FIN_medium_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_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_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#Sturmgeschütz III (with wooden logs) +entity = { + name = "DOH_medium_tank_destroyer_brigade_0_entity" + pdxmesh = "FIN_medium_tank_destroyer_brigade_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} #Uses vanilla SFX instead of DLC bound ger_heavy_tank_destroyer_fire + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" } + } + 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 + } +} + + + +########################## +# GROSSTRAKTOR (GER_heavy_armor_0) +########################## + +entity = { + name = "DOH_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 + } +} + +#T-28 +entity = { + name = "DOH_medium_gw_armor_0_entity" + pdxmesh = "SOV_medium_gw_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 = 0.4 + } + +} + +entity = { + name = "DOH_heavy_armor_1_entity" + pdxmesh = "SOV_tank_heavy_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.05 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#KV2 +entity = { + name = "DOH_heavy_sp_artillery_brigade_1_entity" + pdxmesh = "SOV_heavy_sp_artillery_brigade_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.75 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# IS-2 (SOV_heavy_armor_2) +########################## + +entity = { + name = "DOH_heavy_armor_2_entity" + pdxmesh = "SOV_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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# IS-7 (SOV_super_heavy_armor) +########################## + +entity = { + name = "DOH_super_heavy_armor_entity" + pdxmesh = "SOV_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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# T-54 (SOV_modern_armor) +########################## + +entity = { + name = "DOH_modern_armor_entity" + pdxmesh = "SOV_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 + } } \ No newline at end of file diff --git a/src/gfx/entities/az_units_french_tanks_DLC.asset b/src/gfx/entities/az_units_french_tanks_DLC.asset index 1302cc3..9543028 100755 --- a/src/gfx/entities/az_units_french_tanks_DLC.asset +++ b/src/gfx/entities/az_units_french_tanks_DLC.asset @@ -42,6 +42,50 @@ entity = { } } +entity = { + name = "YUW_light_armor_1_entity" + pdxmesh = "FRA_tank_light_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1 + + game_data = { + texture_anim_speed = 0.25 + } +} + ########################## # AMX 12 (FRA_light_armor_2) ########################## @@ -89,6 +133,46 @@ entity = { } } +entity = { + name = "YUW_medium_armor_0_entity" + pdxmesh = "FRA_tank_medium_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="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="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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.1 + + game_data = { + texture_anim_speed = 0.5 + } +} + ########################## # S35 (FRA_medium_armor_1) ########################## @@ -180,6 +264,49 @@ entity = { } } +entity = { + name = "YUW_heavy_armor_0_entity" + pdxmesh = "FRA_tank_heavy_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.0 + + game_data = { + texture_anim_speed = 0.5 + } +} + ########################## # ARL 44 (FRA_heavy_armor_1) ########################## diff --git a/src/gfx/entities/az_units_german_tanks_DLC.asset b/src/gfx/entities/az_units_german_tanks_DLC.asset index e966547..d78337b 100755 --- a/src/gfx/entities/az_units_german_tanks_DLC.asset +++ b/src/gfx/entities/az_units_german_tanks_DLC.asset @@ -48,6 +48,45 @@ entity = { } } + +entity = { + name = "TIX_light_armor_1_entity" + pdxmesh = "GER_tank_light_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="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="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 = "rifle_muzzle_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 = "rifle_muzzle_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 = "rifle_muzzle_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + + scale = 0.7 + + game_data = { + texture_anim_speed = 0.5 + } +} + ########################## # LEOPARD VK1602 (GER_light_armor_2) ########################## @@ -139,6 +178,50 @@ entity = { } } +entity = { + name = "TIX_medium_armor_1_entity" + pdxmesh = "GER_tank_medium_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_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_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 } + 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 + } +} + + ########################## # PANTHER (GER_medium_armor_2) ########################## @@ -233,6 +316,50 @@ entity = { } } +entity = { + name = "TIX_heavy_armor_1_entity" + pdxmesh = "GER_tank_heavy_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_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_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + } + state = { name = "defend" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + } + state = { name = "support_attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes light = "muzzle_flash" sound = { soundeffect = heavy_armour_fire }} + } + state = { name = "death" animation = "death" animation_blend_time = 0.3 } + 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 } + 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 + } +} + ########################## # KING TIGER (GER_heavy_armor_2) ########################## diff --git a/src/gfx/entities/az_units_planes.asset b/src/gfx/entities/az_units_planes.asset new file mode 100755 index 0000000..9f5fca5 --- /dev/null +++ b/src/gfx/entities/az_units_planes.asset @@ -0,0 +1,1308 @@ +# RULES FOR PLANE NAMES: +# __entity +# __entity> +# _entity +# _entity> +# +# sprite names are currently: light_plane, medium_plane, heavy_plane +# +# +# useful for testing: +# airc fighter_3_patrol default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA +# airc fighter_1_patrol default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA +# airc fighter_3_kamikaze default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA +# airc fighter_1_kamikaze default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA +# airc fighter_3_kamikaze success 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA +# airc fighter_1_kamikaze success 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA +# airc fighter_3_vs_fighter_3 pass 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA +# airc fighter_3_vs_fighter_3 success 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA +# airc fighter_3_vs_fighter_3 fail 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA +# airc fighter_1_vs_fighter_1 success 11471 126 29 fighter_equipment_0 fighter_equipment_0 JAP USA +# airc fighter_1_vs_fighter_1 fail 11471 126 29 fighter_equipment_0 fighter_equipment_0 JAP USA +# airc fighter_1_vs_fighter_1 pass 11471 126 29 fighter_equipment_0 fighter_equipment_0 SOV POL +# airc fighter_1_vs_bomber_1 pass 6103 126 29 fighter_equipment_0 strat_bomber_equipment_1 GER USA +# airc fighter_1_vs_bomber_1 success 6103 126 29 fighter_equipment_0 strat_bomber_equipment_1 GER USA +# airc bomber_1_bombing default 11471 126 29 strat_bomber_equipment_1 strat_bomber_equipment_1 GER FRA +# airc bomber_3_bombing default 3301 126 29 strat_bomber_equipment_1 strat_bomber_equipment_1 FRA FRA + + +# Example of using events: TODO - remove later +#state = { name = "idle" animation = "idle" animation_blend_time = 0.3 +# event = { time = 0 node="bomberA" particle = "bomb_particle" keep_particle = yes } +# event = { time = 0 node="bomberB" particle = "bomb_particle" keep_particle = yes } +#} + +# Internal scenes + +# generic fallbacks +entity = { + name = "light_plane_entity" + pdxmesh = "generic_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "medium_plane_entity" + pdxmesh = "generic_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.176 +} +entity = { + name = "heavy_plane_entity" + pdxmesh = "generic_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + #event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} + +entity = { + name = "jet_plane_entity" + pdxmesh = "generic_plane_jet_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } } + event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.19 +} + + +# Britain / Commonwealth +entity = { + name = "HUJ_light_plane_entity" + pdxmesh = "ENG_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "HUJ_medium_plane_entity" + pdxmesh = "ENG_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.224 +} + +entity = { + name = "HUJ_heavy_plane_entity" + pdxmesh = "ENG_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} + +entity = { + name = "HUJ_jet_plane_entity" + pdxmesh = "ENG_plane_jet_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } } + event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.19 +} + +# Finland +#INCLUDES CLONES FOR BBA AND NON-BBA ENTITYS. IN CASE WE GET CODE SUPPORT FOR SHOWING DIFFERENT 3D MODELS IN THE BBA TECH-TREE. + +#IVL Haukka +entity = { + name = "FIN_light_plane_0_entity" + pdxmesh = "FIN_light_plane_0_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 + +} +#IVL Haukka CLONE +entity = { + clone = "FIN_light_plane_0_entity" + name = "FIN_fighter_equipment_0_entity" +} + +#VL Myrsky +entity = { + name = "FIN_light_plane_2_entity" + pdxmesh = "FIN_light_plane_2_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.145 + +} +#VL Myrsky CLONE +entity = { + clone = "FIN_light_plane_2_entity" + name = "FIN_fighter_equipment_2_entity" +} + +#DEFAULT LIGHT FINNISH PLANE +entity = { + clone = "FIN_light_plane_2_entity" + name = "FIN_light_plane_entity" +} + +#generic FIN_medium_plane +entity = { + name = "FIN_medium_plane_entity" + pdxmesh = "FIN_medium_plane_mesh" + + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes } + event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes } + + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.176 + +} + +#generic FIN_medium_plane CLONE +entity = { + clone = "FIN_medium_plane_entity" + name = "FIN_tac_bomber_equipment_entity" +} + +#generic FIN_heavy_plane +entity = { + name = "FIN_heavy_plane_entity" + pdxmesh = "FIN_heavy_plane_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + #event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.288 +} + +#generic FIN_heavy_plane CLONE +entity = { + clone = "FIN_heavy_plane_entity" + name = "FIN_strat_bomber_equipment_entity" +} + +# France +entity = { + name = "YUW_light_plane_entity" + pdxmesh = "FRA_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "YUW_medium_plane_entity" + pdxmesh = "FRA_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.672 +} +entity = { + name = "YUW_heavy_plane_entity" + pdxmesh = "FRA_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.24 +} + +# Germany +entity = { + name = "TIX_light_plane_entity" + pdxmesh = "GER_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "TIX_medium_plane_entity" + pdxmesh = "GER_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.208 +} +entity = { + name = "TIX_heavy_plane_entity" + pdxmesh = "GER_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} +entity = { + name = "TIX_jet_plane_entity" + pdxmesh = "GER_plane_jet_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } } + event = { time = 0.3 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.176 +} + +# Italian +entity = { + name = "SAD_light_plane_entity" + pdxmesh = "ITA_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "SAD_medium_plane_entity" + pdxmesh = "ITA_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.176 +} +entity = { + name = "SAD_heavy_plane_entity" + pdxmesh = "ITA_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + #event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} + +# Japan +entity = { + name = "CHY_light_plane_entity" + pdxmesh = "JAP_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0.02 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "CHY_medium_plane_entity" + pdxmesh = "JAP_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.24 +} +entity = { + name = "CHY_heavy_plane_entity" + pdxmesh = "JAP_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} + +# Soviet +entity = { + name = "BFL_light_plane_entity" + pdxmesh = "SOV_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0.02 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" looping = no + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "BFL_medium_plane_entity" + pdxmesh = "SOV_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.208 +} +entity = { + name = "BFL_heavy_plane_entity" + pdxmesh = "SOV_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + #event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} + +# USA +entity = { + name = "BYG_light_plane_entity" + pdxmesh = "USA_plane_light_mesh" + state = { name = "fire" animation = "idle" + event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } } + } + state = { name = "bomb" animation = "idle" + event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "root" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + state = { name = "explode" animation = "idle" + event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes } + } + scale = 0.144 +} +entity = { + name = "BYG_medium_plane_entity" + pdxmesh = "USA_plane_medium_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "supply" animation = "idle" + event = { time = 0 node = "bomb" particle = "supply_drop_particle" keep_particle = yes } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } } + } + state = { name = "crash" animation = "idle" + event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.232 +} +entity = { + name = "BYG_heavy_plane_entity" + pdxmesh = "USA_plane_heavy_mesh" + state = { name = "bomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "firebomb" animation = "idle" + event = { time = 0 node = "bomb" particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } } + } + state = { name = "idle" animation = "idle" + event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } } + } + state = { name = "crash" animation = "idle" + #event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + #event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } + } + scale = 0.288 +} + +entity = { + name = "missile_default_entity" + pdxmesh = "missile_default_mesh" + scale = 0.14 + + default_state = idle + state = { name = "idle" animation = "idle" + event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_particle" trigger_once = yes keep_particle = yes } + } +} + +entity = { + name = "missile_1_bombing_entity" + pdxmesh = "missile_1_bombing_mesh" + scale = 0.14 + + default_state = idle + state = { name = "idle" animation = "idle" + event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_particle" trigger_once = yes keep_particle = yes } + } +} + +entity = { + name = "missile_1_launch_entity" + pdxmesh = "missile_default_launch_mesh" + scale = 0.14 + + state = { name = "launch" animation = "launch" } +} + +# World scenes +entity = { + name = "fighter_1_patrol_entity" + pdxmesh = "fighter_1_patrol_mesh" + state = { name = "default" animation = "default" } + #scale = 0.5 +} +entity = { + name = "fighter_3_patrol_entity" + pdxmesh = "fighter_3_patrol_mesh" + state = { name = "default" animation = "default" } + #scale = 0.5 +} +entity = { + name = "bomber_1_CAS_entity" + pdxmesh = "bomber_1_CAS_mesh" + state = { name = "default" animation = "default" + event = { time = 0.2 id = a_fire } + event = { time = 0.4 id = a_bomb } + event = { time = 1.0 id = a_idle } + } + #scale = 0.5 +} +entity = { + name = "bomber_3_CAS_entity" + pdxmesh = "bomber_3_CAS_mesh" + state = { name = "default" animation = "default" + event = { time = 0.2 id = a_1_fire } + event = { time = 0.4 id = a_1_bomb } + event = { time = 1.0 id = a_1_idle } + + event = { time = 0.9 id = a_2_fire } + event = { time = 1.1 id = a_2_bomb } + event = { time = 1.6 id = a_2_idle } + + event = { time = 0.6 id = a_3_fire } + event = { time = 0.8 id = a_3_bomb } + event = { time = 1.3 id = a_3_idle } + } + #scale = 0.5 +} + +entity = { + name = "bomber_1_bombing_entity" + pdxmesh = "bomber_1_bombing_mesh" + state = { name = "default" animation = "default" + event = { time = 3.2 id = a_bomb } + event = { time = 3.5 id = a_idle } + } + #scale = 0.5 +} + +entity = { + name = "bomber_3_bombing_entity" + pdxmesh = "bomber_3_bombing_mesh" + + state = { name = "default" animation = "default" + event = { time = 2.83 id = a_2_bomb } + event = { time = 2.86 id = a_2_idle } + + event = { time = 3.5 id = a_1_bomb } + event = { time = 3.56 id = a_1_idle } + + event = { time = 4.43 id = a_3_bomb } + event = { time = 4.45 id = a_3_idle } + + } + #scale = 0.5 +} + +entity = { + name = "bomber_1_carpetbombing_entity" + pdxmesh = "bomber_1_carpetbombing_mesh" + state = { name = "default" animation = "default" + event = { time = 2.49 id = a_bomb } + event = { time = 2.5 id = a_idle } + + event = { time = 2.65 id = a_bomb } + event = { time = 2.68 id = a_idle } + + event = { time = 2.83 id = a_bomb } + event = { time = 2.86 id = a_idle } + + event = { time = 2.96 id = a_bomb } + event = { time = 2.98 id = a_idle } + + event = { time = 3.10 id = a_bomb } + event = { time = 3.11 id = a_idle } + } + #scale = 0.5 +} + +entity = { + name = "bomber_3_carpetbombing_entity" + pdxmesh = "bomber_3_carpetbombing_mesh" + + ### EF 2020-12-01: I was trying out how it'd look like if we'd want to do carpet bombing. And since that doesn't have a gameplay function yet I did it for the standard bombing, so the things that are commented is what we'd want in a state where they're carpetbombing. + # FIXED! + # Remove these comments after checking the carpet_bomb.asset particle mentioned below. + + ### BPM 2023-05-26: Trying to hook in these things, I noticed that we do actually have a carpet bombing particle as well ("hoi4\game\gfx\particles\vehicles\carpet_bomb.asset"). We should check what that does and perhaps use that instead of the normal bomb particle + + state = { name = "default" animation = "default" + event = { time = 2.49 id = a_2_bomb } + event = { time = 2.5 id = a_2_idle } + + event = { time = 2.65 id = a_2_bomb } + event = { time = 2.68 id = a_2_idle } + + event = { time = 2.83 id = a_2_bomb } + event = { time = 2.86 id = a_2_idle } + + event = { time = 2.96 id = a_2_bomb } + event = { time = 2.98 id = a_2_idle } + + event = { time = 3.10 id = a_2_bomb } + event = { time = 3.11 id = a_2_idle } + + + event = { time = 3.15 id = a_1_bomb } + event = { time = 3.16 id = a_1_idle } + + event = { time = 3.30 id = a_1_bomb } + event = { time = 3.35 id = a_1_idle } + + event = { time = 3.45 id = a_1_bomb } + event = { time = 3.46 id = a_1_idle } + + event = { time = 3.60 id = a_1_bomb } + event = { time = 3.61 id = a_1_idle } + + event = { time = 3.73 id = a_1_bomb } + event = { time = 3.74 id = a_1_idle } + + + event = { time = 4.13 id = a_3_bomb } + event = { time = 4.17 id = a_3_idle } + + event = { time = 4.29 id = a_3_bomb } + event = { time = 4.36 id = a_3_idle } + + event = { time = 4.41 id = a_3_bomb } + event = { time = 4.48 id = a_3_idle } + + event = { time = 4.55 id = a_3_bomb } + event = { time = 4.58 id = a_3_idle } + + event = { time = 4.69 id = a_3_bomb } + event = { time = 4.78 id = a_3_idle } + } + #scale = 0.5 +} + +entity = { + name = "bomber_1_firebombing_entity" + pdxmesh = "bomber_1_firebombing_mesh" + state = { name = "default" animation = "default" + event = { time = 2.33 id = a_bomb } + event = { time = 2.36 id = a_idle } + + event = { time = 2.49 id = a_firebomb } + event = { time = 2.5 id = a_idle } + + event = { time = 2.65 id = a_bomb } + event = { time = 2.68 id = a_idle } + + event = { time = 2.83 id = a_firebomb } + event = { time = 2.86 id = a_idle } + + event = { time = 2.96 id = a_bomb } + event = { time = 2.98 id = a_idle } + + event = { time = 3.10 id = a_firebomb } + event = { time = 3.11 id = a_idle } + + event = { time = 3.23 id = a_bomb } + event = { time = 3.3 id = a_idle } + } + #scale = 0.5 +} + +entity = { + name = "bomber_3_firebombing_entity" + pdxmesh = "bomber_3_firebombing_mesh" + + state = { name = "default" animation = "default" + event = { time = 2.33 id = a_2_bomb } + event = { time = 2.36 id = a_2_idle } + + event = { time = 2.49 id = a_2_firebomb } + event = { time = 2.5 id = a_2_idle } + + event = { time = 2.65 id = a_2_bomb } + event = { time = 2.68 id = a_2_idle } + + event = { time = 2.83 id = a_2_firebomb } + event = { time = 2.86 id = a_2_idle } + + event = { time = 2.96 id = a_2_bomb } + event = { time = 2.98 id = a_2_idle } + + event = { time = 3.10 id = a_2_firebomb } + event = { time = 3.11 id = a_2_idle } + + event = { time = 3.23 id = a_2_bomb } + event = { time = 3.3 id = a_2_idle } + + + event = { time = 3.0 id = a_1_bomb } + event = { time = 3.06 id = a_1_idle } + + event = { time = 3.15 id = a_1_firebomb } + event = { time = 3.16 id = a_1_idle } + + event = { time = 3.30 id = a_1_bomb } + event = { time = 3.35 id = a_1_idle } + + event = { time = 3.45 id = a_1_firebomb } + event = { time = 3.46 id = a_1_idle } + + event = { time = 3.60 id = a_1_bomb } + event = { time = 3.61 id = a_1_idle } + + event = { time = 3.73 id = a_1_firebomb } + event = { time = 3.74 id = a_1_idle } + + event = { time = 3.89 id = a_1_bomb } + event = { time = 3.91 id = a_1_idle } + + + event = { time = 3.93 id = a_3_bomb } + event = { time = 3.95 id = a_3_idle } + + event = { time = 4.13 id = a_3_firebomb } + event = { time = 4.17 id = a_3_idle } + + event = { time = 4.29 id = a_3_bomb } + event = { time = 4.36 id = a_3_idle } + + event = { time = 4.41 id = a_3_firebomb } + event = { time = 4.48 id = a_3_idle } + + event = { time = 4.55 id = a_3_bomb } + event = { time = 4.58 id = a_3_idle } + + event = { time = 4.69 id = a_3_firebomb } + event = { time = 4.78 id = a_3_idle } + + event = { time = 4.81 id = a_3_bomb } + event = { time = 4.88 id = a_3_idle } + } + #scale = 0.5 +} + +entity = { + name = "fighter_1_vs_bomber_1_entity" + pdxmesh = "fighter_1_vs_bomber_1_mesh" + state = { name = "pass" animation = "pass" + event = { time = 2.2 id = d_bomb } + event = { time = 2.5 id = d_idle } + event = { time = 1.9 id = a_fire } + event = { time = 2.2 id = a_idle } + } + state = { name = "success" animation = "success" + event = { time = 1.5 id = a_fire } + event = { time = 1.8 id = a_idle } + + event = { time = 1.7 id = d_crash } + event = { time = 1.9 id = d_idle } + event = { time = 2.4 id = d_crash } + event = { time = 2.7 id = d_idle } + } + #scale = 0.5 +} +entity = { + name = "fighter_1_vs_fighter_1_entity" + pdxmesh = "fighter_1_vs_fighter_1_mesh" + state = { name = "pass" animation = "pass" + event = { time = 1.0 id = a_fire } + event = { time = 2.0 id = a_idle } + event = { time = 7.63 id = a_fire } + event = { time = 8.0 id = a_idle } + #event = { time = 2.5 id = d_fire } + #event = { time = 3.5 id = d_idle } + } + state = { name = "success" animation = "success" + event = { time = 1.0 id = a_fire } + event = { time = 2.0 id = a_idle } + event = { time = 8 id = a_fire } + event = { time = 9.0 id = a_idle } + event = { time = 8.51 id = d_crash } + event = { time = 9.5 id = d_idle } + } + state = { name = "fail" animation = "fail" + event = { time = 1.0 id = a_fire } + event = { time = 2.0 id = a_idle } + event = { time = 6.76 id = d_fire } + event = { time = 7.0 id = d_idle } + event = { time = 7.0 id = a_crash } + event = { time = 7.5 id = a_idle } + } + #scale = 0.5 +} +entity = { + name = "fighter_3_vs_fighter_3_entity" + pdxmesh = "fighter_3_vs_fighter_3_mesh" + state = { name = "pass" animation = "pass" + event = { time = 0.63 id = a_2_fire } + event = { time = 0.73 id = a_2_idle } + event = { time = 0.8 id = a_1_fire } + event = { time = 0.9 id = a_1_idle } + event = { time = 0.9 id = a_3_fire } + event = { time = 1.0 id = a_3_idle } + + event = { time = 8.0 id = d_2_fire } + event = { time = 8.1 id = d_2_idle } + + event = { time = 4.8 id = a_1_fire } + event = { time = 4.9 id = a_1_idle } + + event = { time = 4.63 id = a_2_fire } + event = { time = 4.73 id = a_2_idle } + } + state = { name = "success" animation = "success" + event = { time = 0.63 id = a_2_fire } + event = { time = 0.73 id = a_2_idle } + event = { time = 0.8 id = a_1_fire } + event = { time = 0.9 id = a_1_idle } + event = { time = 0.9 id = a_3_fire } + event = { time = 1.0 id = a_3_idle } + + + event = { time = 1.03 id = d_3_crash } + event = { time = 3.33 id = d_3_idle } + + event = { time = 5.16 id = d_2_fire } + event = { time = 5.26 id = d_2_idle } + event = { time = 5.56 id = d_2_crash } + event = { time = 7.83 id = d_2_idle } + + event = { time = 5.33 id = d_1_fire } + event = { time = 5.43 id = d_1_idle } + event = { time = 5.5 id = d_1_crash } + event = { time = 7.66 id = d_1_idle } + + + event = { time = 5.4 id = a_1_crash } + event = { time = 7.83 id = a_1_idle } + + event = { time = 5.33 id = a_2_fire } + event = { time = 5.43 id = a_2_idle } + + event = { time = 5.1 id = a_3_fire } + event = { time = 5.2 id = a_3_idle } + } + state = { name = "fail" animation = "fail" + event = { time = 0.9 id = a_1_fire } + event = { time = 1.0 id = a_1_idle } + event = { time = 1.0 id = a_1_crash } + event = { time = 2.76 id = a_1_idle } + + event = { time = 0.33 id = a_2_fire } + event = { time = 0.43 id = a_2_idle } + event = { time = 4.96 id = a_2_fire } + event = { time = 5.06 id = a_2_idle } + event = { time = 5.53 id = a_2_crash } + event = { time = 7.36 id = a_2_idle } + + event = { time = 0.36 id = a_3_fire } + event = { time = 0.46 id = a_3_idle } + event = { time = 2.93 id = a_3_fire } + event = { time = 3.03 id = a_3_idle } + event = { time = 6.16 id = a_3_crash } + event = { time = 7.96 id = a_3_idle } + + event = { time = 5.23 id = d_1_crash } + event = { time = 7.66 id = d_1_idle } + + event = { time = 0.8 id = d_2_fire } + event = { time = 0.9 id = d_2_idle } + event = { time = 5.3 id = d_2_fire } + event = { time = 5.4 id = d_2_idle } + + event = { time = 5.96 id = d_3_fire } + event = { time = 6.06 id = d_3_idle } + + + } + #scale = 0.5 +} + +entity = { + name = "fighter_1_kamikaze_entity" + pdxmesh = "fighter_1_kamikaze_mesh" + state = { name = "default" animation = "default" } + state = { name = "success" animation = "success" + event = { time = 1.73 id = a_fire } + event = { time = 2.4 id = a_idle } + } + #scale = 0.5 +} +entity = { + name = "fighter_3_kamikaze_entity" + pdxmesh = "fighter_3_kamikaze_mesh" + state = { name = "default" animation = "default" } + state = { name = "success" animation = "success" animation_speed = 2 + event = { time = 0.5 id = a_2_fire } + event = { time = 0.6 id = a_2_idle } + + event = { time = 0.6 id = a_1_fire } + event = { time = 0.7 id = a_1_idle } + + event = { time = 0.65 id = a_3_fire } + event = { time = 0.75 id = a_3_idle } + + event = { time = 1.6 id = a_explode } + event = { time = 3.0 id = a_idle } + } + #scale = 0.5 +} + +entity = { + name = "fighter_1_vs_transport_1_entity" + pdxmesh = "fighter_1_vs_transport_1_mesh" + state = { name = "pass" animation = "pass" + event = { time = 2.2 id = d_bomb } + event = { time = 2.5 id = d_idle } + event = { time = 1.9 id = a_fire } + event = { time = 2.2 id = a_idle } + } + state = { name = "success" animation = "success" + event = { time = 1.5 id = a_fire } + event = { time = 1.8 id = a_idle } + + event = { time = 1.7 id = d_crash } + event = { time = 1.9 id = d_idle } + event = { time = 2.4 id = d_crash } + event = { time = 2.7 id = d_idle } + } + #scale = 0.5 +} + +entity = { + name = "transport_1_supplying_entity" + pdxmesh = "transport_1_supplying_mesh" #copy of bombing + state = { name = "default" animation = "default" + event = { time = 3.7 id = a_supply } + event = { time = 4.0 id = a_idle } + } + #scale = 0.5 +} + +entity = { + name = "transport_3_supplying_entity" + pdxmesh = "transport_3_supplying_mesh" #copy of bombing + state = { name = "default" animation = "default" + event = { time = 3.33 id = a_2_supply } + event = { time = 3.43 id = a_2_idle } + + event = { time = 4.0 id = a_1_supply } + event = { time = 4.1 id = a_1_idle } + + event = { time = 4.93 id = a_3_supply } + event = { time = 5.03 id = a_3_idle } + } + #scale = 0.5 +} + +entity = { + name = "scout_1_patrol_entity" + pdxmesh = "fighter_1_patrol_mesh" + state = { name = "default" animation = "default" } + #scale = 0.5 +} +entity = { + name = "scout_3_patrol_entity" + pdxmesh = "fighter_3_patrol_mesh" + state = { name = "default" animation = "default" } + #scale = 0.5 +} diff --git a/src/gfx/entities/az_units_ships.asset b/src/gfx/entities/az_units_ships.asset deleted file mode 100755 index 0019ea0..0000000 --- a/src/gfx/entities/az_units_ships.asset +++ /dev/null @@ -1,1156 +0,0 @@ -entity = { - name = "ship_hit_big_effect" - pdxmesh = "empty_mesh" - - default_state = idle - state = { name = "idle" state_time = 5 looping = no - event = { time = 0 particle = "ship_hit_effect_big_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = ship_hit_big_effect }} - event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_big_effect" } } - } - scale = 1.0 -} - - -entity = { - name = "ship_miss_big_effect" - pdxmesh = "empty_mesh" - - default_state = idle - state = { name = "idle" state_time = 5 looping = no - event = { time = 0 particle = "water_impact_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = ship_miss_big_effect }} - event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_big_effect" } } - } - scale = 1.0 -} - -entity = { - name = "ship_hit_small_effect" - pdxmesh = "empty_mesh" - - default_state = idle - state = { name = "idle" state_time = 5 looping = no - event = { time = 0 particle = "ship_hit_effect_small_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = ship_hit_small_effect }} - event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_small_effect" } } - } - scale = 1.0 -} - - -entity = { - name = "ship_miss_small_effect" - pdxmesh = "empty_mesh" - - default_state = idle - state = { name = "idle" state_time = 5 looping = no - event = { time = 0 particle = "water_impact_small_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = ship_miss_small_effect }} - event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_small_effect" } } - } - scale = 1.0 -} - - -entity = { - name = "ships_formation_template" - pdxmesh = "ships_formation_template" - - state = { name = "idle" animation = "idle" } -} - -entity = { - name = "ships_combat_template" - pdxmesh = "ships_combat_template" - - state = { name = "idle" animation = "idle" } -} - - -#### -# BATTLECRUISER -#### - -entity = { - name = "battle_cruiser_entity" - pdxmesh = "generic_battleship_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="front_moving_water_effect" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="front2_cannon_muzzle" 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="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="back1_cannon_muzzle" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="front2_cannon_muzzle" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="front2_cannon_muzzle" 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 = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = 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="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="back1_cannon_muzzle" 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="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - # - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.6 node="damaged_smoke1" 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 = 1.5 -} - - - -#### -# BATTLESHIP -#### - -entity = { - name = "battleship_entity" - pdxmesh = "generic_battleship_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="front_moving_water_effect" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="front2_cannon_muzzle" 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="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="back1_cannon_muzzle" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="front2_cannon_muzzle" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.1 node="front2_cannon_muzzle" 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 = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.7 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="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.55 node="back1_cannon_muzzle" 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="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - # - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.6 node="damaged_smoke1" 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 -} - -#### -# CARRIER -#### - -entity = { - name = "carrier_entity" - pdxmesh = "generic_carrier_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_carrier }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 chance = 1 looping = no - event = { time = 0 node = "explosion_death_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } - event = { time = 2.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 3.2 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.8 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 3.1 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 3.0 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 1.5 node = "airplane_locator_6" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.8 node = "airplane_locator_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.6 node = "airplane_locator_8" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.5 node = "airplane_locator_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.9 node = "airplane_locator_10" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 2.7 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } - } - state = { name = "death" animation = "death2" animation_blend_time = 0.3 chance = 1 looping = no - event = { time = 0 node = "explosion_death2_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } - event = { time = 4.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 5.3 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 4.9 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 5.2 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 5.1 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0.5 node = "airplane_locator_death2_6" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } - event = { time = 4.9 node = "airplane_locator_death2_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0.9 node = "airplane_locator_death2_8" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } - event = { time = 4.2 node = "airplane_locator_death2_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } - event = { time = 0.6 node = "airplane_locator_death2_10" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } - event = { time = 4.8 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_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 = 2.8 -} - -#### -# DESTROYER -#### - -entity = { - name = "destroyer_entity" - pdxmesh = "generic_destroyer_mesh" - - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_idle_small_particle" keep_particle = yes } - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_destroyer }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" 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="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam - event = { sound = { soundeffect = "ships_destroyer_attack" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - } - } - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam - event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { sound = { soundeffect = "ships_destroyer_attack" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { sound = { soundeffect = "ships_destroyer_attacked" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attacked" } } - #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 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - } - } - - 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 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #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_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { sound = { soundeffect = "ship_destroyer_damaged_attacking_01" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ship_destroyer_damaged_attacking_01" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - - event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0.9 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.1 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - 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 = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #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 = { sound = { soundeffect = "ship_destroyer_damaged_defending_01" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - # - event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } - event = { sound = { soundeffect = "ships_destroyer_death" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } } - } - - - scale = 1.7 -} - -#### -# FREIGHTER -#### - -entity = { - name = "transport_entity" - pdxmesh = "generic_freighter_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no } - - scale = 1.5 -} - -#### -# FREIGHTER on traderoutes -#### - -entity = { - name = "westerngfx_traderoute_convoy" - pdxmesh = "generic_freighter_LP_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - #event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport_route }} - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 node="back_moving_water_effect" particle = "ship_moving_back_fleet_particle" keep_particle = yes trigger_once = yes } - } - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no } - - scale = 0.4 -} - -#### -# HEAVY CRUISER -#### - -entity = { - name = "heavy_cruiser_entity" - pdxmesh = "generic_heavy_cruiser_mesh" - - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_heavy_cruiser }} - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 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 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam - event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.45 type = big } - hitmiss_effect = { time = 0.65 type = big } - } - } - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { sound = { soundeffect = "ships_heavy_cruiser_attacked" } } - #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_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - 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 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } } - #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_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { sound = { soundeffect = "heavy_cruiser_damaged_attacked_loop" } } - event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_attacked_loop" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - #event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - - #event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 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 = 0.3 type = big } - hitmiss_effect = { time = 0.45 type = big } - hitmiss_effect = { time = 0.65 type = big } - } - } - - 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam - event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - - #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 = { sound = { soundeffect = "heavy_cruiser_damaged_defend_loop" } } - event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_defend_loop" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.45 type = big } - hitmiss_effect = { time = 0.65 type = big } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } - - #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } - # - event = { node = "hit_effect_locator1" time = 0 particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } - #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } - event = { sound = { soundeffect = "ships_heavy_cruiser_death" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_death" } } - } - - scale = 2.1 -} - -#### -# LIGHT CRUISER -#### - -entity = { - name = "light_cruiser_entity" - pdxmesh = "generic_light_cruiser_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }} - event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { sound = { soundeffect = "light_cruiser_attack" } } - event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - hitmiss_effect = { time = 0.45 type = small } - hitmiss_effect = { time = 0.65 type = small } - } - } - - state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { sound = { soundeffect = "light_cruiser_attack_damaged" } } - event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - #event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - #event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - #event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - hitmiss_effect = { time = 0.45 type = small } - hitmiss_effect = { time = 0.65 type = small } - } - } - - 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 = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash - - event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } } - event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - hitmiss_effect = { time = 0.45 type = small } - hitmiss_effect = { time = 0.65 type = small } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0.1 particle = "ship_explosion_particle" keep_particle = yes } - event = { sound = { soundeffect = "ships_light_cruiser_death" } } - event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_death" } } - } - scale = 2.0 - -} - - -#### -# SUPER HEAVY BATTLESHIP -#### - -entity = { - name = "super_heavy_battleship_entity" - pdxmesh = "generic_super_heavy_battleship_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_super_battleship }} - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" 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="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 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 = 0.3 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 = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - - #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } - - event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} - event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = big } - hitmiss_effect = { time = 0.3 type = big } - } - } - - state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" - event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - 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" } } - - game_data = { - hitmiss_effect = { time = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - - 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 = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam - - event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash - - event = { time = 0 node="hit_effect_locator3" 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 = 0.3 type = big } - hitmiss_effect = { time = 0.35 type = big } - hitmiss_effect = { time = 0.4 type = big } - hitmiss_effect = { time = 0.45 type = big } - } - } - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - - event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 1.5 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 = 2.5 -} - -#### -# SUBMARINE -#### - -entity = { - name = "submarine_entity" - pdxmesh = "generic_submarine_mesh" - - default_state = idle - state = { name = "idle" animation = "idle" animation_blend_time = 0.3 - # event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }} - event = { time = 0 particle = "submarine_idle_particle" keep_particle = yes } - } - - state = { name = "move" animation = "idle" animation_blend_time = 0.3 - event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } - } - - state = { name = "attack" animation = "attack" animation_blend_time = 0.3 - event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = "defend" animation = "defend" animation_blend_time = 0.3 - event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - } - } - - state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping - event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - # event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } - # event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 - event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - # event = { sound = { soundeffect = "light_cruiser_attack_damaged" } } - # event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } } - - game_data = { - hitmiss_effect = { time = 0.15 type = small } - } - } - - state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop - event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } - event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - # event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } - # event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - } - } - - state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 - event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } - - event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } - - # event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } } - # event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } } - - game_data = { - hitmiss_effect = { time = 0.1 type = small } - } - } - - state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no - event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes } - # event = { sound = { soundeffect = "ships_destroyer_death" } } - # event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } } - } - - scale = 2.0 -} - - - - - diff --git a/src/gfx/entities/az_units_soviet_tanks_DLC.asset b/src/gfx/entities/az_units_soviet_tanks_DLC.asset new file mode 100755 index 0000000..82a59ef --- /dev/null +++ b/src/gfx/entities/az_units_soviet_tanks_DLC.asset @@ -0,0 +1,584 @@ +########################## +# T-26 (SOV_light_armor_0) +########################## + +entity = { + name = "BFL_light_armor_0_entity" + pdxmesh = "SOV_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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "BFL_light_armor_1_entity" + pdxmesh = "SOV_tank_light_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.86 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# T-60 (SOV_light_armor_2) +########################## + +entity = { + name = "BFL_light_armor_2_entity" + pdxmesh = "SOV_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="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 = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# A-32 (SOV_medium_armor_0) +########################## + +entity = { + name = "BFL_medium_armor_0_entity" + pdxmesh = "SOV_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="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 + } +} + +entity = { + name = "BFL_medium_armor_1_entity" + pdxmesh = "SOV_tank_medium_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_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_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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.1 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# T-44 (SOV_medium_armor_2) +########################## + +entity = { + name = "BFL_medium_armor_2_entity" + pdxmesh = "SOV_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 + } +} + +########################## +# T-35 (SOV_heavy_armor_0) +########################## + +entity = { + name = "BFL_heavy_armor_0_entity" + pdxmesh = "SOV_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="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 + } +} + +#T-28 +entity = { + name = "BFL_medium_gw_armor_0_entity" + pdxmesh = "SOV_medium_gw_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 = 0.4 + } + +} + +entity = { + name = "BFL_heavy_armor_1_entity" + pdxmesh = "SOV_tank_heavy_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.05 + + game_data = { + texture_anim_speed = 0.5 + } +} + +#KV2 +entity = { + name = "BFL_heavy_sp_artillery_brigade_1_entity" + pdxmesh = "SOV_heavy_sp_artillery_brigade_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.75 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# IS-2 (SOV_heavy_armor_2) +########################## + +entity = { + name = "BFL_heavy_armor_2_entity" + pdxmesh = "SOV_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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# IS-7 (SOV_super_heavy_armor) +########################## + +entity = { + name = "BFL_super_heavy_armor_entity" + pdxmesh = "SOV_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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +########################## +# T-54 (SOV_modern_armor) +########################## + +entity = { + name = "BFL_modern_armor_entity" + pdxmesh = "SOV_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 + } +} \ No newline at end of file diff --git a/src/gfx/entities/az_units_us_tanks_DLC.asset b/src/gfx/entities/az_units_us_tanks_DLC.asset new file mode 100755 index 0000000..2325be2 --- /dev/null +++ b/src/gfx/entities/az_units_us_tanks_DLC.asset @@ -0,0 +1,492 @@ +################## +# M2 Light (USA_light_armor_0) +################## + +entity = { + name = "BYG_light_armor_0_entity" + pdxmesh = "USA_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 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "BYG_light_armor_1_entity" + pdxmesh = "USA_tank_light_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_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_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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.85 + + game_data = { + texture_anim_speed = 0.5 + } +} + +################## +# M24 Chaffee (USA_light_armor_2) +################## + +entity = { + name = "BYG_light_armor_2_entity" + pdxmesh = "USA_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="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 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.5 + + game_data = { + texture_anim_speed = 0.5 + } +} + +################## +# M3 Lee (USA_medium_armor_0) +################## + +entity = { + name = "BYG_medium_armor_0_entity" + pdxmesh = "USA_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_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 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 = 0.7 + + game_data = { + texture_anim_speed = 0.5 + } +} + +entity = { + name = "BYG_medium_armor_1_entity" + pdxmesh = "USA_tank_medium_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_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_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 } + event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 1.1 + + game_data = { + texture_anim_speed = 0.5 + } +} + + +################## +# T20 (USA_medium_armor_2) +################## + +entity = { + name = "BYG_medium_armor_2_entity" + pdxmesh = "USA_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 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 = 0.6 + + game_data = { + texture_anim_speed = 0.5 + } +} + +################## +# T1 Heavy (USA_heavy_armor_0) +################## + +entity = { + name = "BYG_heavy_armor_0_entity" + pdxmesh = "USA_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="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 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="right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.7 + + game_data = { + texture_anim_speed = 0.5 + } +} + +################## +# M6A1 (USA_heavy_armor_1) +################## + +entity = { + name = "BYG_heavy_armor_1_entity" + pdxmesh = "USA_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="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 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 = 0.7 + + game_data = { + texture_anim_speed = 0.5 + } +} + + +entity = { + name = "BYG_heavy_armor_2_entity" + pdxmesh = "USA_tank_heavy_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="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="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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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 = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = heavy_armour_fire } } + event = { time = 0 node="barrel" particle = "heavy_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="exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes } + } + + scale = 0.9 + + game_data = { + texture_anim_speed = 0.5 + } +} + + +################## +# T95 (USA_super_heavy_armor) +################## + +entity = { + name = "BYG_super_heavy_armor_entity" + pdxmesh = "USA_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 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 = 0.7 + + game_data = { + texture_anim_speed = 0.5 + } +} + +################## +# Patton (USA_modern_armor) +################## + +entity = { + name = "BYG_modern_armor_entity" + pdxmesh = "USA_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 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 = 0.8 + + game_data = { + texture_anim_speed = 0.5 + } +} \ No newline at end of file diff --git a/src/gfx/models/units/FRA_infantry.mesh b/src/gfx/models/units/FRA_infantry.mesh index 65cfbf8..3136b69 100755 Binary files a/src/gfx/models/units/FRA_infantry.mesh and b/src/gfx/models/units/FRA_infantry.mesh differ diff --git a/src/gfx/models/units/SOV_infantry.mesh b/src/gfx/models/units/SOV_infantry.mesh index ff13184..6a96340 100755 Binary files a/src/gfx/models/units/SOV_infantry.mesh and b/src/gfx/models/units/SOV_infantry.mesh differ diff --git a/src/gfx/models/units/SOV_infantry_diffuse_re.dds b/src/gfx/models/units/SOV_infantry_diffuse_re.dds new file mode 100755 index 0000000..d130b3b Binary files /dev/null and b/src/gfx/models/units/SOV_infantry_diffuse_re.dds differ diff --git a/src/gfx/models/units/YUM_infantry_diffuse.dds b/src/gfx/models/units/YUM_infantry_diffuse.dds new file mode 100755 index 0000000..2ee9632 Binary files /dev/null and b/src/gfx/models/units/YUM_infantry_diffuse.dds differ diff --git a/src/gfx/models/units/YUW_infantry.mesh b/src/gfx/models/units/YUW_infantry.mesh new file mode 100755 index 0000000..0c17062 Binary files /dev/null and b/src/gfx/models/units/YUW_infantry.mesh differ diff --git a/src/gfx/models/units/YUW_infantry_diffuse.dds b/src/gfx/models/units/YUW_infantry_diffuse.dds new file mode 100755 index 0000000..2ee9632 Binary files /dev/null and b/src/gfx/models/units/YUW_infantry_diffuse.dds differ diff --git a/src/gfx/models/units/default_infantry_normal.dds b/src/gfx/models/units/default_infantry_normal.dds new file mode 100755 index 0000000..f020373 Binary files /dev/null and b/src/gfx/models/units/default_infantry_normal.dds differ diff --git a/src/gfx/models/units/default_infantry_spec.dds b/src/gfx/models/units/default_infantry_spec.dds new file mode 100755 index 0000000..e1514cb Binary files /dev/null and b/src/gfx/models/units/default_infantry_spec.dds differ diff --git a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml index 598fec2..fddee5a 100755 --- a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml @@ -1,14 +1,14 @@ l_simp_chinese: - gengxinshuoming_title2:0"1.792更新内容" - gengxinshuoming_text2:"0.更新了历史挑战模式,在疯狂AI下面开启。\n1.为铁血黑线添加了权利平衡系统与相关事件链,建议在历史挑战模式下游玩获得最佳体验。\n2.加强了对地型机载舰娘。\n\n部分国家开局最下面的决议里有政治线路线指南。\nMOD交流群539127559。" + gengxinshuoming_title2:0"1.794更新内容" + gengxinshuoming_text2:"0.更新了历史挑战模式,在疯狂AI下面开启。\n§R预计在国庆前对疯狂AI进行改版(§C自选难度§!)并添加天堂之战模式§!\n1.东煌与重樱添加了大量新内阁。\n2.感谢佩克拉为北联和鸢尾制作的全新兵模,北联为少前2-波波沙,鸢尾为恶毒。\n3.修补了各国缺失的原版坦克模型,并为主要舰娘国添加了原版飞机与列车炮模型。\n\n部分国家开局最下面的决议里有政治线路线指南。\nMOD交流群539127559。" az_openstart_button_tooltip:0"打开碧蓝MOD开始界面" dancingxiaotiancheng_tooltip:0"§RDancing~§! §CDancing~§! §YNon Stop§! §Bmy§! §GDancing~§!" az_start_mainwindow_stratgame_btn_tooltip:0"§Y◆注意◆§!确认你已完成所有MOD设定,点击开始游戏后将§R无法更改§!任何设定§Y◆注意◆§!" gengxinshuoming_title1:0"贡献者名单" - gengxinshuoming_text1:0" 碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。" + gengxinshuoming_text1:0" 碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,重樱新国策和北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-刘维尔超算符制作的东煌和东煌远征军国策树与相关决议事件\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀、佩克拉、Cayins……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。" gengxinshuoming_to_gonglue_btn_text:"本国攻略" gengxinshuoming_to_gonglue_btn_text_tt:"点击查看[ROOT.Getname]的背景介绍及玩法攻略" - gengxinshuoming_text3:0"碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:HGeorin、刘维尔超算符、彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。" + gengxinshuoming_text3:0"碧蓝MOD虽然没有所谓的制作组,大部分内容也是出于兴趣爱好,由本人独自完成,但在MOD两年多的制作期间中也有许多玩家帮助过制作碧蓝MOD。特此感谢所有帮助过我的朋友以及各位玩家的支持:\n-下划线人Merlin_制作的鸢尾国策和部分国家政治线以及相关决议事件\n-Kuku酱制作的各国全新AI,北联倒车线以及一些杂项内容和部分适配\n-卡萝制作的图签与成就系统以及塞壬孤勇模式\n-Milek238帮助导出的碧蓝航线舰娘模型 \n-核弹哥159753帮忙制作的塞壬刷兵机制\n还有以下玩家的帮助:HGeorin、彼方酥、xs、安全坞、青竹丹枫、工蜂、YorkCIty、时空輓、滑稽君、Shiokaze、为什么的N次方、塔恩、hellshake矢野、Soren、NASA、卢本伟航线(格里芬窑子)、黎塞留、文攻武卫、鷺沢、玉碎瓦全、月明星稀、佩克拉、Cayins……以及所有支持碧蓝MOD的玩家们。\n同时感谢SS、塔恩、pipboyddd、苍云先生、159753给予的关键的技术帮助。" wanfagonglue_title1:0"[ROOT.Getname]背景介绍及攻略" wanfagonglue_text1:"[wanfagonglue_text1_sl]"