2024-09-20 04:30:49
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actions[bot]
2024-09-20 04:30:49 +00:00
parent 7f6d3f93cc
commit eaa9d1a6ff
20 changed files with 8337 additions and 1160 deletions

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@@ -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 = {

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@@ -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
}

View File

@@ -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
}
}

View File

@@ -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)
##########################

View File

@@ -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)
##########################

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##########################
# 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
}
}

View File

@@ -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
}
}

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@@ -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]"