###### FE Spiritualist ###### entity = { name = "grey_tempesttw_starbase_outpost_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_starbase_outpost_section_entity" pdxmesh = "grey_tempesttw_outpost_mesh" 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 = "medium_gun_05" position = { 0 0 0 } } locator = { name = "medium_gun_06" position = { 0 0 0 } } locator = { name = "medium_gun_07" position = { 0 0 0 } } locator = { name = "medium_gun_08" 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 = 0.6 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 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 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "grey_tempesttw_starbase_starport_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_starbase_starport_section_entity" pdxmesh = "grey_tempesttw_outpost_mesh" 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 = "medium_gun_05" position = { 0 0 0 } } locator = { name = "medium_gun_06" position = { 0 0 0 } } locator = { name = "medium_gun_07" position = { 0 0 0 } } locator = { name = "medium_gun_08" 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 = 0.7 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 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 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "grey_tempesttw_starbase_starhold_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_starbase_starhold_section_entity" pdxmesh = "grey_tempesttw_outpost_mesh" 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 = "medium_gun_05" position = { 0 0 0 } } locator = { name = "medium_gun_06" position = { 0 0 0 } } locator = { name = "medium_gun_07" position = { 0 0 0 } } locator = { name = "medium_gun_08" 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 = 0.8 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 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 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "grey_tempesttw_starbase_starfortress_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_starbase_starfortress_section_entity" pdxmesh = "grey_tempesttw_outpost_mesh" # locator = { name = "slot1" position = { 0 0 0 } } 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 = "medium_gun_05" position = { 0 0 0 } } locator = { name = "medium_gun_06" position = { 0 0 0 } } locator = { name = "medium_gun_07" position = { 0 0 0 } } locator = { name = "medium_gun_08" 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 = 1 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 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 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "grey_tempesttw_starbase_citadel_entity" pdxmesh = "gatebuilder_01_space_station_mesh" 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 } } scale = 1.2 } entity = { name = "grey_tempesttw_starbase_citadel_section_entity" pdxmesh = "grey_tempesttw_citadel_mesh" # locator = { name = "slot1" position = { 0 0 0 } } locator = { name = "medium_gun_01" position = { -8 14 -22 } } locator = { name = "medium_gun_02" position = { -15 14 -18 } } locator = { name = "medium_gun_03" position = { -23 14 -4 } } locator = { name = "medium_gun_04" position = { -23 14 4 } } locator = { name = "medium_gun_05" position = { -15 14 18 } } locator = { name = "medium_gun_06" position = { -8 14 22 } } locator = { name = "medium_gun_07" position = { 8 14 22 } } locator = { name = "medium_gun_08" position = { 15 14 18 } } locator = { name = "medium_gun_09" position = { 23 14 4 } } locator = { name = "medium_gun_010" position = { 23 14 -4 } } locator = { name = "medium_gun_011" position = { 15 14 -18 } } locator = { name = "medium_gun_012" position = { 8 14 -22 } } locator = { name = "medium_gun_013" position = { 0 25 0 } } 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 = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "top_node" particle = "energy_core_blue2_effect" keep_particle = yes trigger_once = yes } event = { time = 0 node = "bottom_node" particle = "energy_core_blue2_effect" keep_particle = yes trigger_once = yes } start_event = { trigger_once = yes sound = { soundeffect = "fallen_empire_starbase_amb" } } start_event = { trigger_once = yes sound = { soundeffect = "fallen_empire_starbase_energy_field" } } } scale = 1 } entity = { name = "grey_tempesttw_starbase_citadel_phase_02_entity" locator = { name = "slot1" position = { 0 0 0 } } attach = { "slot1" = "grey_tempesttw_starbase_citadel_entity" } cull_radius = 500 } entity = { name = "grey_tempesttw_starbases_entity" locator = { name = "slot1" position = { 0 0 0 } } locator = { name = "slot2" position = { 50 0 0 } } locator = { name = "slot3" position = { 100 0 0 } } locator = { name = "slot4" position = { 150 0 0 } } locator = { name = "slot5" position = { 250 0 0 } } attach = { "slot5" = "grey_tempesttw_starbase_citadel_phase_02_entity" } cull_radius = 500 } entity = { name = "grey_tempesttw_starbase_turret_section_entity" locator = { name = "medium_gun_01" position = { 0 0 0 } } locator = { name = "medium_gun_02" position = { 0 0 0 } } } ###### Ion Cannon ###### entity = { name = "grey_tempesttw_ion_cannon_entity" locator = { name = "part1" position = { 0 0 0 } rotation = { 0 0 0 } } } entity = { name = "grey_tempesttw_ion_cannon_section_entity" scale = 0.5 locator = { name = "slota" position = { 0 0 0 } rotation = { 0 0 0 } } attach = { "slota" = "greytempest_mining_station" } locator = { name = "xl_gun_01" 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 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 = 0.1 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 = 0.2 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 = 0.3 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 = 0.4 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 = 0.5 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 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 = 0.1 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 = 0.2 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 = 0.3 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 = 0.4 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 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 = 0.1 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 = 0.2 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 = 0.3 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 = 0.4 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 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 = 0.1 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 = 0.2 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 = 0.3 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 = 0.4 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 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 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 4 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" } } } }