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azurlane-tj/src/gfx/entities/az_units_german_tanks_DLC.asset
2024-06-26 20:31:17 +08:00

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Executable File

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