entity = { name = "ship_hit_big_effect" pdxmesh = "empty_mesh" default_state = idle state = { name = "idle" state_time = 5 looping = no event = { time = 0 particle = "ship_hit_effect_big_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = ship_hit_big_effect }} event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_big_effect" } } } scale = 1.0 } entity = { name = "ship_miss_big_effect" pdxmesh = "empty_mesh" default_state = idle state = { name = "idle" state_time = 5 looping = no event = { time = 0 particle = "water_impact_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = ship_miss_big_effect }} event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_big_effect" } } } scale = 1.0 } entity = { name = "ship_hit_small_effect" pdxmesh = "empty_mesh" default_state = idle state = { name = "idle" state_time = 5 looping = no event = { time = 0 particle = "ship_hit_effect_small_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = ship_hit_small_effect }} event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_small_effect" } } } scale = 1.0 } entity = { name = "ship_miss_small_effect" pdxmesh = "empty_mesh" default_state = idle state = { name = "idle" state_time = 5 looping = no event = { time = 0 particle = "water_impact_small_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = ship_miss_small_effect }} event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_small_effect" } } } scale = 1.0 } entity = { name = "ships_formation_template" pdxmesh = "ships_formation_template" state = { name = "idle" animation = "idle" } } entity = { name = "ships_combat_template" pdxmesh = "ships_combat_template" state = { name = "idle" animation = "idle" } } #### # BATTLECRUISER #### entity = { name = "battle_cruiser_entity" pdxmesh = "generic_battleship_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } # event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 1.5 } #### # BATTLESHIP #### entity = { name = "battleship_entity" pdxmesh = "generic_battleship_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = super_heavy_battleship_attack } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.2 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.6 type = big } hitmiss_effect = { time = 0.8 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } # event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.0 } #### # CARRIER #### entity = { name = "carrier_entity" pdxmesh = "generic_carrier_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_carrier }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 } state = { name = "death" animation = "death" animation_blend_time = 0.3 chance = 1 looping = no event = { time = 0 node = "explosion_death_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } event = { time = 2.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 3.2 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 2.8 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 3.1 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 3.0 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 1.5 node = "airplane_locator_6" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 2.8 node = "airplane_locator_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 2.6 node = "airplane_locator_8" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 2.5 node = "airplane_locator_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 2.9 node = "airplane_locator_10" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 2.7 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } state = { name = "death" animation = "death2" animation_blend_time = 0.3 chance = 1 looping = no event = { time = 0 node = "explosion_death2_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } event = { time = 4.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 5.3 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 4.9 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 5.2 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 5.1 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 0.5 node = "airplane_locator_death2_6" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } event = { time = 4.9 node = "airplane_locator_death2_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 0.9 node = "airplane_locator_death2_8" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } event = { time = 4.2 node = "airplane_locator_death2_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 0.6 node = "airplane_locator_death2_10" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } event = { time = 4.8 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.8 } #### # DESTROYER #### entity = { name = "destroyer_entity" pdxmesh = "generic_destroyer_mesh" state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_small_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_destroyer }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam event = { sound = { soundeffect = "ships_destroyer_attack" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = small } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { sound = { soundeffect = "ships_destroyer_attack" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { sound = { soundeffect = "ships_destroyer_attacked" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attacked" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = small } } } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #mussleflash #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "ship_destroyer_damaged_attacking_01" } } event = { trigger_once = yes sound = { soundeffect = "distance_ship_destroyer_damaged_attacking_01" } } game_data = { hitmiss_effect = { time = 0.1 type = small } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.9 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 1.1 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #mussleflash event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "ship_destroyer_damaged_defending_01" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } # event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } event = { sound = { soundeffect = "ships_destroyer_death" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } } } scale = 1.7 } #### # FREIGHTER #### entity = { name = "transport_entity" pdxmesh = "generic_freighter_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no } scale = 1.5 } #### # FREIGHTER on traderoutes #### entity = { name = "westerngfx_traderoute_convoy" pdxmesh = "generic_freighter_LP_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 #event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport_route }} event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="back_moving_water_effect" particle = "ship_moving_back_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "move" animation = "idle" animation_blend_time = 0.3 } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no } scale = 0.4 } #### # HEAVY CRUISER #### entity = { name = "heavy_cruiser_entity" pdxmesh = "generic_heavy_cruiser_mesh" state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_heavy_cruiser }} event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.45 type = big } hitmiss_effect = { time = 0.65 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { sound = { soundeffect = "ships_heavy_cruiser_attacked" } } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } } } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } } #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "heavy_cruiser_damaged_attacked_loop" } } event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_attacked_loop" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam #event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.45 type = big } hitmiss_effect = { time = 0.65 type = big } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "heavy_cruiser_damaged_defend_loop" } } event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_defend_loop" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.45 type = big } hitmiss_effect = { time = 0.65 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } # event = { node = "hit_effect_locator1" time = 0 particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } event = { sound = { soundeffect = "ships_heavy_cruiser_death" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_death" } } } scale = 2.1 } #### # LIGHT CRUISER #### entity = { name = "light_cruiser_entity" pdxmesh = "generic_light_cruiser_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }} event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { sound = { soundeffect = "light_cruiser_attack" } } event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash game_data = { hitmiss_effect = { time = 0.1 type = small } hitmiss_effect = { time = 0.45 type = small } hitmiss_effect = { time = 0.65 type = small } } } state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "light_cruiser_attack_damaged" } } event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam #event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash #event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash #event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } game_data = { hitmiss_effect = { time = 0.1 type = small } hitmiss_effect = { time = 0.45 type = small } hitmiss_effect = { time = 0.65 type = small } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } } event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } } game_data = { hitmiss_effect = { time = 0.1 type = small } hitmiss_effect = { time = 0.45 type = small } hitmiss_effect = { time = 0.65 type = small } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0.1 particle = "ship_explosion_particle" keep_particle = yes } event = { sound = { soundeffect = "ships_light_cruiser_death" } } event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_death" } } } scale = 2.0 } #### # SUPER HEAVY BATTLESHIP #### entity = { name = "super_heavy_battleship_entity" pdxmesh = "generic_super_heavy_battleship_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } game_data = { hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.35 type = big } hitmiss_effect = { time = 0.4 type = big } hitmiss_effect = { time = 0.45 type = big } } } state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } } } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } game_data = { hitmiss_effect = { time = 0.1 type = big } hitmiss_effect = { time = 0.3 type = big } } } state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } game_data = { hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.35 type = big } hitmiss_effect = { time = 0.4 type = big } hitmiss_effect = { time = 0.45 type = big } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } game_data = { hitmiss_effect = { time = 0.3 type = big } hitmiss_effect = { time = 0.35 type = big } hitmiss_effect = { time = 0.4 type = big } hitmiss_effect = { time = 0.45 type = big } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } } scale = 2.5 } #### # SUBMARINE #### entity = { name = "submarine_entity" pdxmesh = "generic_submarine_mesh" default_state = idle state = { name = "idle" animation = "idle" animation_blend_time = 0.3 # event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }} event = { time = 0 particle = "submarine_idle_particle" keep_particle = yes } } state = { name = "move" animation = "idle" animation_blend_time = 0.3 event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } } state = { name = "attack" animation = "attack" animation_blend_time = 0.3 event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "defend" animation = "defend" animation_blend_time = 0.3 event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } game_data = { hitmiss_effect = { time = 0.1 type = small } } } state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } # event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } # event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } # event = { sound = { soundeffect = "light_cruiser_attack_damaged" } } # event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } } game_data = { hitmiss_effect = { time = 0.15 type = small } } } state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } # event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } # event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } game_data = { hitmiss_effect = { time = 0.1 type = small } } } state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } # event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } } # event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } } game_data = { hitmiss_effect = { time = 0.1 type = small } } } state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes } # event = { sound = { soundeffect = "ships_destroyer_death" } } # event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } } } scale = 2.0 }