################################################################################### ### ### ### WEAPONS ### ### ### ################################################################################### entity = { name = "grey_tempesttw_turret_energy_torpedo_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_turret_torpedo_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_turret_missile_large_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_turret_missile_medium_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_turret_missile_small_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_large_kinetic_gun_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_medium_kinetic_gun_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_small_kinetic_gun_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_turret_point_defence_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_large_laser_gun_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_medium_laser_gun_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_small_laser_gun_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } ################################################################################### ### ### ### Fallen Spiritualist Ships ### ### ### ################################################################################### ###################### CORVETTE ######################## entity = { name = "grey_tempesttw_corvette_entity" pdxmesh = "molluscoid_01_corvette_frame_mesh" # pdxmesh = "gatebuilder_01_ship_frame_mesh" # locator = { name = "part1" } # locator = { name = "root" } # target_locator_1 = -2.9 # target_locator_0 = 2.25 scale = 3 # 2.5 on gatebuilder_01_strikecraft_mesh #scale = 0.35 # on gatebuilder_01_cruiser_mesh # game_data = { size = 1 emissive_recolor_crunch = 5.0 } default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = "moving_out_fallen_empire_ship" } } } state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" } event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } # state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no # event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" } # event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" } # event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } # event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } # event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } # state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no # event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } # event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } } entity = { name = "grey_tempesttw_corvette_M1S1_entity" pdxmesh = "gatebuilder_01_strikecraft_mesh" locator = { name = "engine_small_01" position = { 0 0 0.4 } } locator = { name = "light_locator_01" position = { 0 6 -0.75 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 0 -1 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } } entity = { name = "grey_tempesttw_corvette_S3_entity" pdxmesh = "gatebuilder_01_strikecraft_mesh" locator = { name = "engine_small_01" position = { 0 0 0.4 } } locator = { name = "light_locator_01" position = { 0 6 -0.75 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 0 -1 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } } ################### DESTROYER ######################## entity = { name = "grey_tempesttw_destroyer_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } rotation = { 0 0 0 } } scale = 0.4 default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } # state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no # event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" } # event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" } # event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } # event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } # event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" } event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } # state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no # event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } # event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } } # BOW entity = { name = "grey_tempesttw_destroyer_bow_L1_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "large_gun_01" position = { 0 0 -2 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } } entity = { name = "grey_tempesttw_destroyer_bow_M1S2_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 0 -2 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 7.416 -1.42 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -8.416 -1.42 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } } entity = { name = "grey_tempesttw_destroyer_bow_S3_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "small_gun_01" position = { 0 -7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 0 -2 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } } # STERN entity = { name = "grey_tempesttw_destroyer_stern_S2_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 0 -2 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 -7.416 2.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 7.416 2.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 7.416 -2.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 7.416 -2.52 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_destroyer_stern_M1_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 7.416 -2.52 } rotation = { 0 0 0 } } } ################## CRUISER ######################## entity = { name = "grey_tempesttw_cruiser_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" scale = 0.65 locator = { name = "part1" position = { 1.1 0 0 } rotation = { 0 0 30 } } locator = { name = "part2" position = { 1.1 0 0 } rotation = { 0 0 30 } } locator = { name = "part3" position = { 1.1 0 0 } rotation = { 0 0 30 } } locator = { name = "root" position = { -1.1 0 0.05 } rotation = { 0 0 -30 } } locator = { name = "large_gun_02" position = { 0 0 0 } } attach = { "root" = "gatebuilder_01_cruiser_section_entity" } # attach = { "root" = "grey_tempesttw_corvette_SE_entity" } default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } # event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } } state = { name = "moving" state_time = 5 animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } # event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } } state = { name = "death" animation_blend_time = 0 chance = 1 looping = no animation = "death" # event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } # event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } # event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } # event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } # event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } # event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_cruiser_bow_L1_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "large_gun_01" position = { 0 0 -2 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "generic_1_5_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_cruiser_bow_M1S2_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 7.416 -1.62 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -7.416 -1.62 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "generic_1_5_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_cruiser_bow_M2_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 1.18 -0.2 -16 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -1.18 -0.2 -16 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } # start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "generic_1_5_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } # MID entity = { name = "grey_tempesttw_cruiser_mid_S2HB_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "small_gun_01" position = { 0 7.416 -1.62 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -7.416 -1.62 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" position = { 0 0 0 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_cruiser_mid_L1M1_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "large_gun_01" position = { 0 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 -4 -1.62 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_cruiser_mid_M3_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 -7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -8.6 -1.52 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 7.416 -1.52 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_cruiser_mid_M2S2_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 0 -1.52 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 0 -1.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 7.416 -1.52 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -7.416 -1.52 } rotation = { 0 0 0 } } } # STERN entity = { name = "grey_tempesttw_cruiser_stern_M1_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "medium_gun_01" position = { 0 7.416 4.5 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_cruiser_stern_S2_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "small_gun_01" position = { 0 7.416 4.5 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -9.1 2.2 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { -1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 1.62 -24.5 5 } rotation = { 0 0 0 } } } ################## BATTLESHIP ######################## entity = { name = "grey_tempesttw_battleship_entity" scale = 0.45 locator = { name = "part1" } locator = { name = "part2" } locator = { name = "part3" } locator = { name = "explosion" position = { 0 9 -30 } } pdxmesh = "gatebuilder_01_ship_frame_mesh" # locator_mesh default_state = "idle" state = { name = "idle" animation = "idle" state_time = 5 } state = { name = "moving" animation = "idle" state_time = 5 } state = { name = "death" animation = "death" state_time = 5 looping = no # event = { time = 9.9 node = "explosion" particle = "large_station_explosion_particle" trigger_once = yes keep_particle = yes } event = { time = 12.2 node = "explosion_locator" particle = "gatebuilder_station_explosion_particle" keep_particle = yes trigger_once = yes } } } # BOW entity = { name = "grey_tempesttw_battleship_bow_L1M1S2_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -45 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -45 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -45 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 2 -45 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 -1 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -1 -6.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_bow_L1S4_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_bow_L2_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -4 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_bow_M1S2SHB_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" position = { 0 0 -5.5 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_bow_M2S4_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_bow_M3S2_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "medium_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } # locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } # locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } # locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } # locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_bow_XL1_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "xl_gun_01" position = { 0 8 -8 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } #MID entity = { name = "grey_tempesttw_battleship_mid_L2S4_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_mid_L1M4_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_mid_L2M2_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_mid_L3_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 -1 -14 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -1 -12 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 -1 -10 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_mid_M4SHB_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } # TODO check position locator = { name = "medium_gun_03" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } # TODO check position locator = { name = "medium_gun_04" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" position = { 0 0 0 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_battleship_mid_S4LHB_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } # STERN entity = { name = "grey_tempesttw_battleship_stern_L1_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 -9.76 5.55 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_battleship_stern_M1S2_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_battleship_stern_M2_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_battleship_stern_S4_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "large_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } } ################## TITAN ######################## entity = { name = "grey_tempesttw_titan_entity" # pdxmesh = "gatebuilder_01_mothership_mesh" pdxmesh = "gatebuilder_01_ship_frame_mesh" # TODO positions? locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 180 } } locator = { name = "part2" position = { 0 0 0 } rotation = { 0 0 180 } } locator = { name = "part3" position = { 0 0 0 } rotation = { 0 0 180 } } locator = { name = "behindu" position = { 8 -8.5 1 } rotation = { 0 0 72 } scale = 0.75 } locator = { name = "behinda" position = { -8 -8.5 1 } rotation = { 0 0 -72 } scale = 0.75 } attach = { "behindu" = "grey_tempesttw_titan_part_entity" } attach = { "behinda" = "grey_tempesttw_titan_part_entity" } # attach = { "behindu" = "gatebuilder_01_mothership_section_entity" } # attach = { "behinda" = "gatebuilder_01_mothership_section_entity" } scale = 1 default_state = "idle" state = { name = "idle" animation = "idle" start_event = { trigger_once = yes sound = { soundeffect = "amb_titan_ship_hum_01" } } start_event = { trigger_once = yes sound = { soundeffect = "amb_titan_ship_hum_02" } } start_event = { trigger_once = yes sound = { soundeffect = "amb_titan_ship_hum_03" } } } state = { name = "moving" animation = "idle" event = { trigger_once = yes sound = { soundeffect = "moving_out_titan" } } } state = { name = "death" animation = "death" looping = no event = { time = 2.5 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } } event = { time = 3.5 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } } event = { time = 5.5 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } } event = { time = 7.5 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } } event = { time = 9.5 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } } event = { time = 12.5 node = "ship_main" particle = "dreadnought_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } } } } entity = { name = "grey_tempesttw_titan_part_entity" pdxmesh = "gatebuilder_01_mothership_mesh" default_state = "idle" state = { name = "idle" animation = "idle" } state = { name = "moving" animation = "idle" } state = { name = "death" animation = "death" looping = no event = { time = 12.2 node = "explosion_locator" particle = "gatebuilder_station_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_titan_bow_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "xl_gun_01" position = { 0 8 -8 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_04" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_large_02" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } start_event = { node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 12.3 looping = no event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_titan_mid_entity" pdxmesh = "gatebuilder_01_mothership_mesh" # scale = 0.55 locator = { name = "xl_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { -5 0 -12 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 5 0 -12 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { -3 -2 -12 } rotation = { 0 0 0 } } locator = { name = "large_gun_04" position = { 3 -2 -12 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } default_state = "idle" state = { name = "idle" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_idle" }} } state = { name = "moving" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } } state = { name = "death" looping = no event = { time = 0 node = "explosion_locator1" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1 node = "explosion_locator2" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_large" } } event = { time = 2 node = "explosion_locator3" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_locator4" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed_big_explosion" } } event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_death" } } } } entity = { name = "grey_tempesttw_titan_stern_entity" pdxmesh = "gatebuilder_01_mothership_mesh" locator = { name = "xl_gun_01" position = { 0 0 -5.3 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { 0 -3 4 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -3 6 } rotation = { 0 0 0 } } locator = { name = "large_gun_03" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_04" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } default_state = "idle" state = { name = "idle" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_idle" }} } state = { name = "moving" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } } state = { name = "death" looping = no event = { time = 0 node = "explosion_locator1" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1 node = "explosion_locator2" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_large" } } event = { time = 2 node = "explosion_locator3" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_locator4" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed_big_explosion" } } event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_death" } } } } ################################################################################### ### ### ### Fallen Ships ### ### ### ################################################################################### ################## Escort ######################## entity = { name = "grey_tempesttw_fe_escort_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" locator = { name = "part1" position = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } } scale = 0.35 default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } state = { name = "death" animation_blend_time = 0.0 chance = 1 looping = no animation = "death" event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" } event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" } event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" } event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_fe_escort_bow_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" scale = 0.35 locator = { name = "large_gun_01" position = { 0 0 -2 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 16.19 3.78 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -16.19 3.78 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } } entity = { name = "grey_tempesttw_fe_escort_stern_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" scale = 0.35 locator = { name = "large_gun_01" position = { 0 0 -2 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 16.19 3.78 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -16.19 3.78 } rotation = { 0 0 0 } } } ################## Battlecruiser ######################## entity = { name = "grey_tempesttw_fe_battlecruiser_entity" locator = { name = "part1" position = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } } locator = { name = "part3" position = { 0 0 0 } } scale = 0.4 pdxmesh = "gatebuilder_01_ship_frame_mesh" default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_fe_battlecruiser_mid_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" scale = 0.4 locator = { name = "large_gun_01" position = { 0 0 -4 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 10.62 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -10.62 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 1.62 24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -1.62 24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { -1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_fe_battlecruiser_bow_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" scale = 0.4 locator = { name = "large_gun_01" position = { 0 0 -4 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 10.62 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -10.62 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 1.62 24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -1.62 24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { -1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } } entity = { name = "grey_tempesttw_fe_battlecruiser_stern_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" scale = 0.4 locator = { name = "large_gun_01" position = { 0 0 -4 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 10.62 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -10.62 0 -1.62 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 1.62 24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -1.62 24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { -1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 1.62 -24.5 5 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } } ################## Titan ######################## entity = { name = "grey_tempesttw_fe_titan_entity" pdxmesh = "locator_mesh" scale = 0.5 locator = { name = "part1" position = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } } locator = { name = "part3" position = { 0 0 0 } } locator = { name = "part4" position = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 } state = { name = "moving" state_time = 5 } state = { name = "death" state_time = 10.0 looping = no event = { time = 9.9 node = "explosion" particle = "large_station_explosion_particle" trigger_once = yes keep_particle = yes } } locator = { name = "part1" } locator = { name = "explosion" position = { 0 -15 -25 } } } entity = { name = "grey_tempesttw_fe_titan_bow_entity" pdxmesh = "gatebuilder_01_mothership_mesh" scale = 0.5 locator = { name = "titan_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } default_state = "idle" state = { name = "idle" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_idle" }} } state = { name = "moving" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes } } state = { name = "death" looping = no event = { time = 0 node = "explosion_locator1" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1 node = "explosion_locator2" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_large" } } event = { time = 2 node = "explosion_locator3" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_locator4" particle = "ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed_big_explosion" } } event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_death" } } } } entity = { name = "grey_tempesttw_fe_titan_mid_entity" pdxmesh = "locator_mesh" scale = 0.5 locator = { name = "titan_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } } entity = { name = "grey_tempesttw_fe_titan_hangar_entity" pdxmesh = "locator_mesh" scale = 0.5 locator = { name = "titan_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } } entity = { name = "grey_tempesttw_fe_titan_stern_entity" pdxmesh = "locator_mesh" scale = 0.5 locator = { name = "titan_gun_01" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_01" position = { 10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { -10.24 0 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } } locator = { name = "strike_craft_locator_01" rotation = { -90 0 0 } } locator = { name = "strike_craft_locator_02" rotation = { 90 0 0 } } } ################################################################################### ### ### ### Fallen Stations ### ### ### ################################################################################### entity = { name = "grey_tempesttw_fe_small_station_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 locator = { name = "part1" position = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_fe_small_station_heavy_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 locator = { name = "root" position = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 0 10.24 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 0 -10.24 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_fe_small_station_medium_entity" pdxmesh = "locator_mesh" scale = 0.2 locator = { name = "root" position = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 10.24 0 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -10.24 0 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 0 10.24 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 0 -10.24 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_fe_large_station_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 locator = { name = "part1" } locator = { name = "part2" } locator = { name = "part3" } locator = { name = "part4" } default_state = "idle" state = { name = "idle" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "top" particle = "energy_core_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "bottom" particle = "energy_core_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "large_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_fe_large_station_xl_entity" pdxmesh = "locator_mesh" locator = { name = "root" position = { 0 0 0 } } locator = { name = "large_gun_01" position = { 0 30 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -33 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 -4 15 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -4 -15 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 1 15 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 1 -15 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_fe_large_station_heavy_entity" pdxmesh = "locator_mesh" scale = 0.2 locator = { name = "root" position = { 0 0 0 } } locator = { name = "large_gun_01" position = { 0 30 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -33 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 -4 15 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -4 -15 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 1 15 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 1 -15 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_fe_large_station_medium_entity" pdxmesh = "locator_mesh" scale = 0.2 locator = { name = "root" position = { 0 0 0 } } locator = { name = "large_gun_01" position = { 0 30 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -33 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 -4 15 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -4 -15 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 1 15 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 1 -15 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_fe_large_station_pd_entity" pdxmesh = "locator_mesh" scale = 0.2 locator = { name = "root" position = { 0 0 0 } } locator = { name = "large_gun_01" position = { 0 30 0 } rotation = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 -33 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_01" position = { 15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_02" position = { -15 -4 0 } rotation = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 -4 15 } rotation = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 -4 -15 } rotation = { 0 0 0 } } locator = { name = "small_gun_01" position = { 15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_02" position = { -15 1 0 } rotation = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 1 15 } rotation = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 1 -15 } rotation = { 0 0 0 } } } ################################################################################### ### ### ### SMALL SHIPS ### ### ### ################################################################################### entity = { name = "grey_tempesttw_bomber_entity" pdxmesh = "gatebuilder_01_strikecraft_mesh" scale = 0.8 } entity = { name = "grey_tempesttw_droppod_entity" pdxmesh = "gatebuilder_01_strikecraft_mesh" scale = 0.8 } entity = { name = "grey_tempesttw_fighter_entity" pdxmesh = "gatebuilder_01_strikecraft_mesh" scale = 0.8 } ################################################################################### ### ### ### CIVILIAN SHIPS ### ### ### ################################################################################### entity = { name = "grey_tempesttw_constructor_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_civilship_01" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_construction_ship_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" locator = { name = "root" position = { 0 0 0 } rotation = { 0 0 0 } } locator = { name = "behindu" position = { 0 0.25 1.5 } rotation = { 0 0 0 } scale = 12 } attach = { "behindu" = "gatebuilder_01_strikecraft_entity" } scale = 0.3 default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_civilship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 10 looping = no event = { time = 0.0 node = "cons_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.4 node = "cons_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.0 node = "cons_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "cons_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.9 node = "cons_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.1 node = "cons_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "cons_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "cons_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "cons_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "cons_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_colonizer_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_colony_ship_entity" pdxmesh = "gatebuilder_01_cruiser_mesh" # pdxmesh = "gatebuilder_01_ship_frame_mesh" scale = 1.5 locator = { name = "behindu" position = { 1.7 1 0.05 } rotation = { 0 0 60 } } locator = { name = "behinda" position = { -1.7 1 -0.05 } rotation = { 0 0 -60 } } # attach = { "behindu" = "grey_tempesttw_corvette_SE_entity" } # attach = { "behinda" = "grey_tempesttw_corvette_SE_entity" } attach = { "behindu" = "gatebuilder_01_cruiser_section_entity" } attach = { "behinda" = "gatebuilder_01_cruiser_section_entity" } default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_civilship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } } state = { name = "death" state_time = 10 looping = no event = { time = 0.0 node = "cons_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.4 node = "cons_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.0 node = "cons_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "cons_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.9 node = "cons_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.1 node = "cons_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "cons_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "cons_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "cons_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "cons_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } entity = { name = "grey_tempesttw_science_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 0 } } default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } # state = { name = "death" # animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no # event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" } # event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" } # event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } # event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } # event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" } event = { time = 0.5 node = "part1" particle = "ship_burn_particle" } event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" } event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } # state = { name = "death" # animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no # event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } # event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } } entity = { name = "grey_tempesttw_science_ship_entity" pdxmesh = "gatebuilder_01_strikecraft_mesh" locator = { name = "engine_small_01" position = { 0 0 0.4 } } locator = { name = "light_locator_01" position = { 0 6 -0.75 } rotation = { 0 0 0 } } locator = { name = "behindu" position = { 0 0 -0.01 } rotation = { 0 0 -45 } } attach = { "behindu" = "gatebuilder_01_strikecraft_entity" } scale = 5.8 default_state = "idle" state = { name = "idle" state_time = 5 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } } } state = { name = "moving" state_time = 5 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } state = { name = "death" chance = 1 looping = no state_time = 10 } game_data = { trail_locators = { "engine_small_01" = { width = @small_trail_W lenght = @small_trail_L } } } } entity = { name = "grey_tempesttw_transport_entity" pdxmesh = "gatebuilder_01_ship_frame_mesh" default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 event = { trigger_once = yes sound = { soundeffect = moving_out_fallen_empire_ship } } } state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } } } # entity = { # name = "grey_tempesttw_transport_ship_entity" # pdxmesh = "fallen_empire_01_civilian_mesh" # scale = 0.4 # default_state = "idle" # state = { name = "idle" state_time = 5 # event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } # event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } # event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes } # start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_civilship_01" } } # } # state = { name = "moving" state_time = 5 # event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } # event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } # event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_large_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes } # } # state = { name = "death" state_time = 10 looping = no # event = { time = 0.0 node = "cons_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.4 node = "cons_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.0 node = "cons_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.6 node = "cons_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 1.9 node = "cons_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 2.1 node = "cons_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 2.83 node = "cons_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.26 node = "cons_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 3.9 node = "cons_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # event = { time = 4.1 node = "cons_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } # } # } entity = { name = "grey_tempesttw_transport_ship_entity" # pdxmesh = "fallen_empire_01_transport_mesh" pdxmesh = "eventship_04_mesh" default_state = "idle" state = { name = "idle" animation = "idle" animation_blend_time = 4 event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } } } state = { name = "moving" animation = "idle" animation_blend_time = 2 #event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } } event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes } event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes } } state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" } event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } } event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } } } meshsettings = { name = "lp6Shape" index = 0 texture_diffuse = "cylinder_diffuse.dds" shader = "PdxMeshShip" } locator = { name = "root" } scale = 0.2 } ################################################################################### ### ### ### STATIONS ### ### ### ################################################################################### entity = { name = "grey_tempesttw_orbital_station_entity" locator = { name = "part1" position = { 0 0 0 } } locator = { name = "part2" position = { 0 0 0 } } locator = { name = "part3" position = { 0 0 0 } } locator = { name = "part4" position = { 0 0 0 } } locator = { name = "part5" position = { 0 0 0 } } locator = { name = "part6" position = { 0 0 0 } } locator = { name = "part7" position = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 5 } state = { name = "death" state_time = 5 looping = no event = { time = 4.9 particle = "large_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_orbital_station_core_entity" pdxmesh = "gatebuilder_01_space_station_mesh" locator = { name = "medium_gun_01" position = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 0 0 } } locator = { name = "small_gun_01" position = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 0 0 } } scale = 0.2 default_state = "idle" state = { name = "idle" event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "top" particle = "energy_core_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "bottom" particle = "energy_core_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } state = { name = "construction" state_time = 5 } state = { name = "habitat_idle" state_time = 5 start_event = { trigger_once = yes sound = { soundeffect = "habitat_station_hum" } } event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } } } entity = { name = "grey_tempesttw_orbital_station_assemblyyard_section_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } locator = { name = "strike_craft_locator_01" position = { 0 0 0 } } locator = { name = "root" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_orbital_station_hangarbay_section_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } locator = { name = "strike_craft_locator_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_orbital_station_refinery_section_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_orbital_station_science_section_entity" locator = { name = "turret_muzzle_01" position = { 0 0 0 } } } entity = { name = "grey_tempesttw_military_station_small_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 locator = { name = "part1" } locator = { name = "part2" } default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_military_station_section_heavy_entity" pdxmesh = "locator_mesh" scale = 0.1 locator = { name = "large_gun_01" position = { 0 0 0 } } locator = { name = "large_gun_02" position = { 0 0 0 } } locator = { name = "root" } } entity = { name = "grey_tempesttw_military_station_section_medium_entity" pdxmesh = "locator_mesh" scale = 0.1 locator = { name = "medium_gun_01" position = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 0 0 } } locator = { name = "medium_gun_03" position = { 0 0 0 } } locator = { name = "medium_gun_04" position = { 0 0 0 } } locator = { name = "root" } } entity = { name = "grey_tempesttw_military_station_section_light_entity" pdxmesh = "locator_mesh" scale = 0.1 locator = { name = "small_gun_01" position = { 0 0 0 } } locator = { name = "small_gun_02" position = { 0 0 0 } } locator = { name = "small_gun_03" position = { 0 0 0 } } locator = { name = "small_gun_04" position = { 0 0 0 } } locator = { name = "root" } } entity = { name = "grey_tempesttw_mining_station_entity" #pdxmesh = "gatebuilder_01_space_station_mesh" locator = { name = "part1" position = { 0 0 0 } } locator = { name = "root" position = { 0 0 0 } rotation = { 90 0 0 } } attach = { root = "greytempest_ion_cannon_station" } #attach = { root = "greytempest_mining_beam_entity" } scale = 0.7 default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_research_station_entity" #pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 locator = { name = "root" position = { 0 0 0 } rotation = { 90 0 0 } } attach = { root = "greytempest_ion_cannon_station" } #attach = { root = "greytempesttw_science_beam_entity" } locator = { name = "part1" position = { 0 0 0 } } default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_observation_station_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_terraform_station_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_wormhole_station_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 default_state = "idle" state = { name = "idle" state_time = 6 event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_a01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_a02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_a03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_a04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_a05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_a06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_a07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_a08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_a10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_a11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.50 node = "light_locator_regular_a12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_b01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_b02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_b03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_b04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_b05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_b06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_b07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_b08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_b09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_b11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_c01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_c02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_c03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_c04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_c05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_c06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_c07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_c08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_c09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_c12" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.00 node = "light_locator_regular_d01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.05 node = "light_locator_regular_d02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.10 node = "light_locator_regular_d03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.15 node = "light_locator_regular_d04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.20 node = "light_locator_regular_d05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.25 node = "light_locator_regular_d06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.30 node = "light_locator_regular_d07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.35 node = "light_locator_regular_d08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.40 node = "light_locator_regular_d09" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d10" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } event = { time = 0.45 node = "light_locator_regular_d11" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_station_01" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4.9 particle = "medium_fallen_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } } } } entity = { name = "grey_tempesttw_orbital_station_habitat_section_entity" pdxmesh = "fallen_empire_citadel_frame_mesh" } entity = { name = "grey_tempesttw_orbital_habitat_entity" pdxmesh = "locator_mesh" scale = 0.4 attach = { "slot1" = "greytempest_habitate_entity" } attach = { "slot2" = "greytempest_habitate_entity" } attach = { "root" = "grey_tempesttw_starbase_citadel_section_entity" } locator = { name = "slot1" position = { 0 0 0 } rotation = { 0 180 0 } } locator = { name = "slot2" position = { 0 20 0 } } locator = { name = "root" position = { 0 0 0 } } default_state = "habitat_idle" state = { name = "habitat_idle" looping = yes } state = { name = "construction" looping = yes } game_data = { shader_type = ship emissive_recolor_crunch = 5.0 } } ################## CONSTRUCTION ENTITIES ######################## entity = { name = "grey_tempesttw_military_station_large_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } } entity = { name = "grey_tempesttw_military_station_medium_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 } entity = { name = "grey_tempesttw_military_station_small_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" scale = 0.2 } entity = { name = "grey_tempesttw_orbital_station_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } } entity = { name = "grey_tempesttw_mining_station_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } scale = 1.0 } entity = { name = "grey_tempesttw_research_station_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } scale = 1.0 } entity = { name = "grey_tempesttw_wormhole_station_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } scale = 0.2 } entity = { name = "grey_tempesttw_terraform_station_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } scale = 1.0 } entity = { name = "grey_tempesttw_observation_station_construction_entity" pdxmesh = "gatebuilder_01_space_station_mesh" default_state = "idle" state = { name = "idle" state_time = 5 event = { trigger_once = yes sound = { soundeffect = "place_construction" } } } scale = 1.0 }