1157 lines
65 KiB
Plaintext
Executable File
1157 lines
65 KiB
Plaintext
Executable File
entity = {
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name = "ship_hit_big_effect"
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pdxmesh = "empty_mesh"
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default_state = idle
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state = { name = "idle" state_time = 5 looping = no
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event = { time = 0 particle = "ship_hit_effect_big_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = ship_hit_big_effect }}
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event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_big_effect" } }
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}
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scale = 1.0
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}
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entity = {
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name = "ship_miss_big_effect"
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pdxmesh = "empty_mesh"
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default_state = idle
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state = { name = "idle" state_time = 5 looping = no
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event = { time = 0 particle = "water_impact_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = ship_miss_big_effect }}
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event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_big_effect" } }
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}
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scale = 1.0
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}
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entity = {
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name = "ship_hit_small_effect"
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pdxmesh = "empty_mesh"
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default_state = idle
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state = { name = "idle" state_time = 5 looping = no
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event = { time = 0 particle = "ship_hit_effect_small_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = ship_hit_small_effect }}
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event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_small_effect" } }
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}
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scale = 1.0
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}
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entity = {
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name = "ship_miss_small_effect"
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pdxmesh = "empty_mesh"
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default_state = idle
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state = { name = "idle" state_time = 5 looping = no
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event = { time = 0 particle = "water_impact_small_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = ship_miss_small_effect }}
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event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_small_effect" } }
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}
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scale = 1.0
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}
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entity = {
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name = "ships_formation_template"
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pdxmesh = "ships_formation_template"
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state = { name = "idle" animation = "idle" }
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}
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entity = {
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name = "ships_combat_template"
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pdxmesh = "ships_combat_template"
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state = { name = "idle" animation = "idle" }
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}
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####
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# BATTLECRUISER
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####
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entity = {
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name = "battle_cruiser_entity"
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pdxmesh = "generic_battleship_mesh"
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default_state = idle
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
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event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
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}
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state = { name = "move" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
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}
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state = { name = "attack" animation = "attack" animation_blend_time = 0.3
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { sound = { soundeffect = super_heavy_battleship_attack } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "defend" animation = "defend" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
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event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.3 type = big }
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hitmiss_effect = { time = 0.6 type = big }
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hitmiss_effect = { time = 0.8 type = big }
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}
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}
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state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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}
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state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
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#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes }
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#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
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#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
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event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes }
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event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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}
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state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
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#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.3 type = big }
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hitmiss_effect = { time = 0.6 type = big }
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hitmiss_effect = { time = 0.8 type = big }
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}
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}
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state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
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#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes }
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#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes }
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#
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event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
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#event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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#event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
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}
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scale = 1.5
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}
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####
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# BATTLESHIP
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####
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entity = {
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name = "battleship_entity"
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pdxmesh = "generic_battleship_mesh"
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default_state = idle
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state = { name = "idle" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
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event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
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}
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state = { name = "move" animation = "idle" animation_blend_time = 0.3
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event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
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}
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state = { name = "attack" animation = "attack" animation_blend_time = 0.3
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { sound = { soundeffect = super_heavy_battleship_attack } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "defend" animation = "defend" animation_blend_time = 0.3
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
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event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.3 type = big }
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hitmiss_effect = { time = 0.6 type = big }
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hitmiss_effect = { time = 0.8 type = big }
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}
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}
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state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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#event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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}
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state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
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#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } }
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#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
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event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
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#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes }
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#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
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#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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game_data = {
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hitmiss_effect = { time = 0.1 type = big }
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hitmiss_effect = { time = 0.2 type = big }
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}
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}
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state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
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event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
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event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
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event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
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event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
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}
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state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
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#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
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event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
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event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
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|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.6 type = big }
|
|
hitmiss_effect = { time = 0.8 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes }
|
|
#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes }
|
|
#
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
|
|
}
|
|
scale = 2.0
|
|
}
|
|
|
|
####
|
|
# CARRIER
|
|
####
|
|
|
|
entity = {
|
|
name = "carrier_entity"
|
|
pdxmesh = "generic_carrier_mesh"
|
|
|
|
default_state = idle
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
|
|
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_carrier }}
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
}
|
|
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 chance = 1 looping = no
|
|
event = { time = 0 node = "explosion_death_locator" particle = "ship_medium_explosion_particle" keep_particle = yes }
|
|
event = { time = 2.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 3.2 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 2.8 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 3.1 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 3.0 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 1.5 node = "airplane_locator_6" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 2.8 node = "airplane_locator_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 2.6 node = "airplane_locator_8" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 2.5 node = "airplane_locator_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 2.9 node = "airplane_locator_10" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 2.7 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
|
|
}
|
|
state = { name = "death" animation = "death2" animation_blend_time = 0.3 chance = 1 looping = no
|
|
event = { time = 0 node = "explosion_death2_locator" particle = "ship_medium_explosion_particle" keep_particle = yes }
|
|
event = { time = 4.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 5.3 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 4.9 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 5.2 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 5.1 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 0.5 node = "airplane_locator_death2_6" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes }
|
|
event = { time = 4.9 node = "airplane_locator_death2_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 0.9 node = "airplane_locator_death2_8" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes }
|
|
event = { time = 4.2 node = "airplane_locator_death2_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 0.6 node = "airplane_locator_death2_10" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes }
|
|
event = { time = 4.8 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
|
|
}
|
|
|
|
scale = 2.8
|
|
}
|
|
|
|
####
|
|
# DESTROYER
|
|
####
|
|
|
|
entity = {
|
|
name = "destroyer_entity"
|
|
pdxmesh = "generic_destroyer_mesh"
|
|
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 particle = "ship_idle_small_particle" keep_particle = yes }
|
|
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_destroyer }}
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
|
|
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam
|
|
event = { sound = { soundeffect = "ships_destroyer_attack" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
}
|
|
}
|
|
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { sound = { soundeffect = "ships_destroyer_attack" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { sound = { soundeffect = "ships_destroyer_attacked" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attacked" } }
|
|
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
|
#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
|
|
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #mussleflash
|
|
#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes }
|
|
#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
|
|
|
|
#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { sound = { soundeffect = "ship_destroyer_damaged_attacking_01" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ship_destroyer_damaged_attacking_01" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { time = 0.9 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 1.1 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #mussleflash
|
|
|
|
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { sound = { soundeffect = "ship_destroyer_damaged_defending_01" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes }
|
|
#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes }
|
|
#
|
|
event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { sound = { soundeffect = "ships_destroyer_death" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } }
|
|
}
|
|
|
|
|
|
scale = 1.7
|
|
}
|
|
|
|
####
|
|
# FREIGHTER
|
|
####
|
|
|
|
entity = {
|
|
name = "transport_entity"
|
|
pdxmesh = "generic_freighter_mesh"
|
|
|
|
default_state = idle
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport }}
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no }
|
|
|
|
scale = 1.5
|
|
}
|
|
|
|
####
|
|
# FREIGHTER on traderoutes
|
|
####
|
|
|
|
entity = {
|
|
name = "westerngfx_traderoute_convoy"
|
|
pdxmesh = "generic_freighter_LP_mesh"
|
|
|
|
default_state = idle
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
#event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport_route }}
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="back_moving_water_effect" particle = "ship_moving_back_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
}
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no }
|
|
|
|
scale = 0.4
|
|
}
|
|
|
|
####
|
|
# HEAVY CRUISER
|
|
####
|
|
|
|
entity = {
|
|
name = "heavy_cruiser_entity"
|
|
pdxmesh = "generic_heavy_cruiser_mesh"
|
|
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_heavy_cruiser }}
|
|
event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
|
|
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_attack" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam
|
|
event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.45 type = big }
|
|
hitmiss_effect = { time = 0.65 type = big }
|
|
}
|
|
}
|
|
state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { sound = { soundeffect = "ships_heavy_cruiser_attacked" } }
|
|
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
|
#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
|
|
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } }
|
|
#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes }
|
|
#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes }
|
|
|
|
#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { sound = { soundeffect = "heavy_cruiser_damaged_attacked_loop" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_attacked_loop" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
#event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
#event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
#event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
#event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
|
|
#event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.45 type = big }
|
|
hitmiss_effect = { time = 0.65 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam
|
|
event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
|
|
#event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { sound = { soundeffect = "heavy_cruiser_damaged_defend_loop" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_defend_loop" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.45 type = big }
|
|
hitmiss_effect = { time = 0.65 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
|
|
#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes }
|
|
|
|
#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes }
|
|
#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes }
|
|
#
|
|
event = { node = "hit_effect_locator1" time = 0 particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes }
|
|
#event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { sound = { soundeffect = "ships_heavy_cruiser_death" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_death" } }
|
|
}
|
|
|
|
scale = 2.1
|
|
}
|
|
|
|
####
|
|
# LIGHT CRUISER
|
|
####
|
|
|
|
entity = {
|
|
name = "light_cruiser_entity"
|
|
pdxmesh = "generic_light_cruiser_mesh"
|
|
|
|
default_state = idle
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }}
|
|
event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
|
|
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { sound = { soundeffect = "light_cruiser_attack" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
|
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
hitmiss_effect = { time = 0.45 type = small }
|
|
hitmiss_effect = { time = 0.65 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { sound = { soundeffect = "ships_light_cruiser_attacked" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
|
|
|
|
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { sound = { soundeffect = "light_cruiser_attack_damaged" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
#event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
#event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
#event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
#event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
|
|
event = { sound = { soundeffect = "ships_light_cruiser_attacked" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
hitmiss_effect = { time = 0.45 type = small }
|
|
hitmiss_effect = { time = 0.65 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
|
|
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash
|
|
|
|
event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
hitmiss_effect = { time = 0.45 type = small }
|
|
hitmiss_effect = { time = 0.65 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
|
|
event = { time = 0.1 particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { sound = { soundeffect = "ships_light_cruiser_death" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_death" } }
|
|
}
|
|
scale = 2.0
|
|
|
|
}
|
|
|
|
|
|
####
|
|
# SUPER HEAVY BATTLESHIP
|
|
####
|
|
|
|
entity = {
|
|
name = "super_heavy_battleship_entity"
|
|
pdxmesh = "generic_super_heavy_battleship_mesh"
|
|
|
|
default_state = idle
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 particle = "ship_idle_particle" keep_particle = yes }
|
|
event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
|
|
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
}
|
|
}
|
|
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
|
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.35 type = big }
|
|
hitmiss_effect = { time = 0.4 type = big }
|
|
hitmiss_effect = { time = 0.45 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
|
|
|
|
#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = big }
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.35 type = big }
|
|
hitmiss_effect = { time = 0.4 type = big }
|
|
hitmiss_effect = { time = 0.45 type = big }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
|
|
|
|
event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes }
|
|
|
|
event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam
|
|
|
|
event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash
|
|
|
|
event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } }
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.3 type = big }
|
|
hitmiss_effect = { time = 0.35 type = big }
|
|
hitmiss_effect = { time = 0.4 type = big }
|
|
hitmiss_effect = { time = 0.45 type = big }
|
|
}
|
|
}
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
|
|
|
|
event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
|
|
event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } }
|
|
}
|
|
|
|
scale = 2.5
|
|
}
|
|
|
|
####
|
|
# SUBMARINE
|
|
####
|
|
|
|
entity = {
|
|
name = "submarine_entity"
|
|
pdxmesh = "generic_submarine_mesh"
|
|
|
|
default_state = idle
|
|
state = { name = "idle" animation = "idle" animation_blend_time = 0.3
|
|
# event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }}
|
|
event = { time = 0 particle = "submarine_idle_particle" keep_particle = yes }
|
|
}
|
|
|
|
state = { name = "move" animation = "idle" animation_blend_time = 0.3
|
|
event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes }
|
|
}
|
|
|
|
state = { name = "attack" animation = "attack" animation_blend_time = 0.3
|
|
event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "defend" animation = "defend" animation_blend_time = 0.3
|
|
event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
|
|
event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
# event = { sound = { soundeffect = "ships_light_cruiser_attacked" } }
|
|
# event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3
|
|
event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
# event = { sound = { soundeffect = "light_cruiser_attack_damaged" } }
|
|
# event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.15 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
|
|
event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes }
|
|
event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
# event = { sound = { soundeffect = "ships_light_cruiser_attacked" } }
|
|
# event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3
|
|
event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes }
|
|
|
|
event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes }
|
|
|
|
# event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } }
|
|
# event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } }
|
|
|
|
game_data = {
|
|
hitmiss_effect = { time = 0.1 type = small }
|
|
}
|
|
}
|
|
|
|
state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no
|
|
event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes }
|
|
# event = { sound = { soundeffect = "ships_destroyer_death" } }
|
|
# event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } }
|
|
}
|
|
|
|
scale = 2.0
|
|
}
|
|
|
|
|
|
|
|
|
|
|