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azurlane-tj/src/gfx/entities/az_MTG_ships.asset
2024-09-17 13:43:16 +00:00

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# generic_conversion_carrier
entity = {
name = "carrier_0_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
}
# ENG_battleship_nelson
entity = {
name = "HUJ_battleship_0_entity"
pdxmesh = "ENG_battleship_nelson_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.8
}
# ENG_destroyer_tribal
entity = {
name = "HUJ_destroyer_entity"
pdxmesh = "ENG_destroyer_tribal_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.0
}
# ENG_heavy_cruiser_county
entity = {
name = "HUJ_heavy_cruiser_0_entity"
pdxmesh = "ENG_heavy_cruiser_county_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.1
}
# ENG_light_cruiser_leander
entity = {
name = "HUJ_light_cruiser_entity"
pdxmesh = "ENG_light_cruiser_leander_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.1
}
# USA_battleship_new_mexico
entity = {
name = "BYG_battleship_0_entity"
pdxmesh = "USA_battleship_new_mexico_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.1
}
# USA_destroyer_fletcher
entity = {
name = "BYG_destroyer_entity"
pdxmesh = "USA_destroyer_fletcher_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.1
}
# USA_light_cruiser_brooklyn
entity = {
name = "BYG_light_cruiser_entity"
pdxmesh = "USA_light_cruiser_brooklyn_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.1
}
# USA_heavy_cruiser_pensacola
entity = {
name = "BYG_heavy_cruiser_0_entity"
pdxmesh = "USA_heavy_cruiser_pensacola_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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_02" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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="turret_01_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
event = { time = 0.2 node="turret_01" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.25 node="turret_02" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.3 node="turret_03" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
event = { time = 0.35 node="turret_04" 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 = 2.7
}