animation = { name = "ancient_station_xs_death_animation" file = "ancient_station_xs_death.anim" } animation = { name = "ancient_station_xs_moving_animation" file = "ancient_station_xs_moving.anim" } animation = { name = "ancient_station_xs_idle_animation" file = "ancient_station_xs_idle.anim" } animation = { name = "ancient_station_s_death_animation" file = "ancient_station_s_death.anim" } animation = { name = "ancient_station_s_idle_animation" file = "ancient_station_s_idle.anim" } animation = { name = "ancient_station_s_moving_animation" file = "ancient_station_s_moving.anim" } animation = { name = "ancient_station_m_death_animation" file = "ancient_station_m_death.anim" } animation = { name = "ancient_station_m_idle_animation" file = "ancient_station_m_idle.anim" } animation = { name = "ancient_station_m_moving_animation" file = "ancient_station_m_moving.anim" } animation = { name = "ancient_station_l_death_animation" file = "ancient_station_l_death.anim" } animation = { name = "ancient_station_l_idle_animation" file = "ancient_station_l_idle.anim" } animation = { name = "ancient_station_l_moving_animation" file = "ancient_station_l_moving.anim" } animation = { name = "ancient_station_xl_frame_idle_animation" file = "ancient_station_xl_frame_idle.anim" } animation = { name = "ancient_station_xl_frame_death_animation" file = "ancient_station_xl_frame_death.anim" } entity = { name = "ancient_missle_entity" pdxmesh = "arthropoid_01_missile_mesh" default_state = idle state = { name = "idle" animation = "idle" } state = { name = "stop" animation = "miss" looping = no } scale = 1.25 } entity = { name = "ancient_turret_energy_torpedo_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.3 } entity = { name = "ancient_turret_torpedo_entity" pdxmesh = "ancient_station_gun_small_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.0 } entity = { name = "ancient_turret_missile_large_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.0 } entity = { name = "ancient_turret_missile_medium_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.0 } entity = { name = "ancient_turret_missile_small_entity" pdxmesh = "ancient_station_gun_small_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.2 } entity = { name = "ancient_large_kinetic_gun_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.2 } entity = { name = "ancient_medium_kinetic_gun_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.3 } entity = { name = "ancient_small_kinetic_gun_entity" pdxmesh = "ancient_station_gun_small_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.25 } entity = { name = "ancient_turret_point_defence_entity" pdxmesh = "ancient_station_gun_small_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.0 } entity = { name = "ancient_large_laser_gun_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.2 } entity = { name = "ancient_medium_laser_gun_entity" pdxmesh = "ancient_station_gun_large_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.3 } entity = { name = "ancient_small_laser_gun_entity" pdxmesh = "ancient_station_gun_small_mesh" state = { name = "idle" } state = { name = "attack" looping = no next_state = "idle" } scale = 1.25 } entity = { name = "ancient_station_xs_entity" pdxmesh = "ancient_station_xs_mesh" default_state = "idle" state = { name = "idle" animation = "moving" animation_speed = 0.5 animation_blend_time = 4 looping = yes } state = { name = "combat_idle" animation = "moving" time_offset = { 0 100 } animation_speed = 2.0 animation_blend_time = 1 looping = yes } state = { name = "death" animation = "death" animation_blend_time = 4 looping = no event = { time = 4.9 node = "station" particle = "large_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } } game_data = { size = 10 } } entity = { name = "ancient_station_xs_hull_entity" pdxmesh = "ancient_station_xs_hull_mesh" default_state = "idle" state = { name = "idle" state_time = 5 # start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" } } } state = { name = "death" state_time = 5 looping = no event = { time = 1.0 node = "explosion_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "ancient_station_s_entity" pdxmesh = "ancient_station_s_mesh" default_state = "idle" state = { name = "idle" animation = "moving" animation_speed = 0.5 animation_blend_time = 4 looping = yes } state = { name = "combat_idle" animation = "moving" animation_speed = 1.5 time_offset = { 0 100 } animation_blend_time = 4 looping = yes } state = { name = "death" animation = "death" animation_blend_time = 4 looping = no event = { time = 1.9 node = "station" particle = "large_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } } game_data = { size = 10 } } entity = { name = "ancient_station_s_hull_entity" pdxmesh = "ancient_station_s_hull_mesh" default_state = "idle" state = { name = "idle" state_time = 5 # start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" } } } state = { name = "death" state_time = 5 looping = no event = { time = 0.0 node = "explosion_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.0 node = "explosion_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "ancient_station_m_entity" pdxmesh = "ancient_station_m_mesh" default_state = "idle" state = { name = "idle" animation = "moving" animation_speed = 0.5 animation_blend_time = 4 looping = yes } state = { name = "combat_idle" animation = "moving" animation_speed = 4.0 time_offset = { 0 100 } animation_blend_time = 4 looping = yes } state = { name = "death" animation = "death" animation_blend_time = 4 looping = no event = { time = 5.9 node = "station" particle = "dreadnought_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } } game_data = { size = 10 } } entity = { name = "ancient_station_m_hull_entity" pdxmesh = "ancient_station_m_hull_mesh" default_state = "idle" state = { name = "idle" state_time = 5 # start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" } } } state = { name = "death" state_time = 5 looping = no event = { time = 2.0 node = "explosion_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.0 sound = { soundeffect = "ancient_space_station_l_death" } } event = { time = 5.0 node = "explosion_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "ancient_station_l_entity" pdxmesh = "ancient_station_l_mesh" default_state = "idle" state = { name = "idle" animation = "moving" animation_speed = 0.5 animation_blend_time = 4 looping = yes } state = { name = "combat_idle" animation = "moving" animation_speed = 1.0 time_offset = { 0 100 } animation_blend_time = 4 looping = yes } state = { name = "death" animation = "death" animation_blend_time = 4 looping = no event = { time = 3.9 node = "station" particle = "dreadnought_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } } game_data = { size = 10 } } entity = { name = "ancient_station_l_hull_entity" pdxmesh = "ancient_station_l_hull_mesh" default_state = "idle" state = { name = "idle" state_time = 5 } state = { name = "death" state_time = 5 looping = no event = { time = 1.0 node = "explosion_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.7 node = "explosion_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 node = "explosion_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.0 sound = { soundeffect = "ancient_space_station_l_death" } } } } entity = { name = "ancient_station_xl_entity" pdxmesh = "ancient_station_xl_frame_mesh" game_data = { size = 30 } default_state = "idle" state = { name = "idle" animation = "idle" } state = { name = "death" animation = "death" looping = no event = { time = 6.5 particle = "technosphere_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } } } } entity = { name = "ancient_station_xl_hull_entity" pdxmesh = "ancient_station_xl_mesh" state = { name = "idle" start_event = { trigger_once = yes sound = { soundeffect = "ancient_space_station_idle_layer_01" } } start_event = { trigger_once = yes sound = { soundeffect = "ancient_space_station_idle_layer_02" } } } state = { name = "death" state_time = 6.5 looping = no event = { time = 0.0 node = "explosion_01" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } #event = { time = 0.0 node = "explosion_01" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 0.7 node = "explosion_02" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } #event = { time = 0.7 node = "explosion_02" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 1.0 node = "explosion_03" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } #event = { time = 1.0 node = "explosion_03" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 2.2 node = "explosion_04" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } #event = { time = 2.2 node = "explosion_04" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } event = { time = 3.5 node = "explosion_05" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } #event = { time = 3.5 node = "explosion_05" particle = "large_ship_burn_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } } } } entity = { name = "ancient_station_xl_dead_entity" pdxmesh = "ancient_station_xl_dead_mesh" game_data = { size = 30 } } entity = { name = "ancient_station_test_entity" pdxmesh = "ancient_station_xl_mesh" locator = { name = "l_locator_01" position = { 55 0 -85 } rotation = { 0 0 0 } } # DONE locator = { name = "l_locator_02" position = { -70 0 90 } rotation = { 90 0 0 } } # DONE locator = { name = "m_locator_01" position = { 40 0 92 } rotation = { 90 0 0 } } # DONE locator = { name = "m_locator_02" position = { -83 0 -110 } rotation = { 0 0 0 } } # DONE locator = { name = "s_locator_01" position = { 10 0 105 } rotation = { 90 0 0 } } # DONE locator = { name = "s_locator_02" position = { -115 0 30 } rotation = { 90 0 0 } } # DONE locator = { name = "s_locator_03" position = { 13 0 -73 } rotation = { 90 0 0 } } # DONE locator = { name = "s_locator_04" position = { 140 0 0 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_01" position = { 0 0 145 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_02" position = { -125 0 130 } rotation = { 0 0 0 } } # DONE locator = { name = "xs_locator_03" position = { -155 0 65 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_04" position = { -115 0 -40 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_05" position = { 112 0 40 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_06" position = { 0 0 -145 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_07" position = { 135 0 -120 } rotation = { 90 0 0 } } # DONE locator = { name = "xs_locator_08" position = { 120 0 -65 } rotation = { 90 0 0 } } attach = { l_locator_01 = "ancient_station_l_entity" } attach = { l_locator_02 = "ancient_station_l_entity" } attach = { m_locator_01 = "ancient_station_m_entity" } attach = { m_locator_01 = "ancient_station_m_entity" } attach = { m_locator_02 = "ancient_station_m_entity" } attach = { s_locator_01 = "ancient_station_s_entity" } attach = { s_locator_02 = "ancient_station_s_entity" } attach = { s_locator_03 = "ancient_station_s_entity" } attach = { s_locator_04 = "ancient_station_s_entity" } attach = { xs_locator_01 = "ancient_station_xs_entity" } attach = { xs_locator_02 = "ancient_station_xs_entity" } attach = { xs_locator_03 = "ancient_station_xs_entity" } attach = { xs_locator_04 = "ancient_station_xs_entity" } attach = { xs_locator_05 = "ancient_station_xs_entity" } attach = { xs_locator_06 = "ancient_station_xs_entity" } attach = { xs_locator_07 = "ancient_station_xs_entity" } attach = { xs_locator_08 = "ancient_station_xs_entity" } attach = { gun_large_01 = "ancient_turret_missile_large_entity" } attach = { gun_large_02 = "ancient_turret_missile_large_entity" } attach = { gun_large_03 = "ancient_turret_missile_large_entity" } attach = { gun_large_04 = "ancient_turret_missile_large_entity" } attach = { gun_large_05 = "ancient_turret_missile_large_entity" } attach = { gun_large_06 = "ancient_turret_missile_large_entity" } attach = { gun_large_07 = "ancient_turret_missile_large_entity" } }