realgray-stellaris-mod/gfx/models/ships/grey_tempesttw/grey_tempesttw.asset

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###################################################################################
### ###
### 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
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
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
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
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 = {
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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
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
node = "root"
particle = "ship_explosion_particle"
sound = {
soundeffect = ship_destroyed
}
}
}
state = {
name = "death"
animation = "death"
animation_blend_time = 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
node = "root"
particle = "ship_explosion_particle"
sound = {
soundeffect = ship_destroyed
}
}
}
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
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
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
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
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
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
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"
}
}
}
}
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
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 = "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
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
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
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
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
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
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
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
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
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
chance = 1
looping = no
event = {
time = 4.63
node = "ship_main"
particle = "large_ship_explosion_particle"
}
event = {
time = 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
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"
}
}
}
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
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
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"
}
}
}
}
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
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"
}
}
}
}
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
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"
}
}
}
}
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
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 = {
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}
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"
}
}
}
}
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
}
}
################## 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
}
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
}
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
}
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
}