Just take the 2nd code box and paste it over every component_slot
You don't have to change the numbers in sequence (i.e. STRIKE_CRAFT_01, STRIKE_CRAFT_02, etc etc)?
Just take the 2nd code box and paste it over every component_slot
lol Anyone making this a mod?![]()
Last thing we need to eventually figure out is how to use new (and unique) ship models.
You don't have to change the numbers in sequence (i.e. STRIKE_CRAFT_01, STRIKE_CRAFT_02, etc etc)?
I can throw it together and release it, although I didn't wanna preempt Mav12 if he's planning on releasing his own mod. Plus, I haven't renamed the carrier's modules yet so they look kinda weird in the ship designer window. That's probably a much bigger project than I wanna bother with.
.
No as STRIKE_CRAFT_01 is the actual name of the slot ingame AFAIK
Im fine with you releasing your own, I really only started my carrier mod to get used to Stellaris modding & didn't plan on actually getting anything close to a releasable mod
Is there a chance for you to add more ship types as well?
Super Battleship, Dreadnought etc?
I am kinda sad it stops at battleship.
Side question: Does the AI use these?
##### CARRIER START #####
# Frame
# locator = "root" # WhatIsThis?
# Bow
entity = {
name = "carrier_bow_M1S2SHB_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_mid_M4SHB_entity"
part2 = "carrier_mid_S4LHB_entity"
}
scale = @carrier_scale
}
entity = {
name = "carrier_bow_M2S4_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_mid_M4SHB_entity"
part2 = "carrier_mid_S4LHB_entity"
}
scale = @carrier_scale
}
entity = {
name = "carrier_bow_M3S2_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_mid_M4SHB_entity"
part2 = "carrier_mid_S4LHB_entity"
}
scale = @carrier_scale
}
# Mid
entity = {
name = "carrier_mid_M4SHB_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_stern_M1S2_entity"
part2 = "carrier_stern_L1_entity"
part3 = "carrier_stern_M2_entity"
part4 = "carrier_stern_S4_entity"
}
scale = @carrier_scale
}
entity = {
name = "carrier_mid_S4LHB_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_stern_M1S2_entity"
part2 = "carrier_stern_L1_entity"
part3 = "carrier_stern_M2_entity"
part4 = "carrier_stern_S4_entity"
}
scale = @carrier_scale
}
#Stern
entity = {
name = "carrier_stern_M1S2_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
entity = {
name = "carrier_stern_L1_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
entity = {
name = "carrier_stern_M2_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
entity = {
name = "carrier_stern_S4_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"
default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
##### CARRIER END #####
#BOW
ship_section_template = {
key = "CARRIER_BOW_M1S2SHB"
ship_size = carrier
fits_on_slot = bow
entity = "carrier_bow_M1S2SHB_entity"
icon = "GFX_ship_part_core_bow"
# Missiles & Strike Craft
weapon_preferences = { weapon_type_explosive }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = peaceful_traders
has_ai_personality = slaving_despots
has_ai_personality = migrating_flock
}
}
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
component_slot = {
name = "STRIKE_CRAFT_01"
slot_size = large
slot_type = strike_craft
rotation = 90
locatorname = "strike_craft_locator_01"
}
small_utility_slots = 4
medium_utility_slots = 2
large_utility_slots = 1
cost = 240
}
ship_section_template = {
key = "CARRIER_BOW_M2S4"
ship_size = carrier
fits_on_slot = bow
entity = "carrier_bow_M2S4_entity"
icon = "GFX_ship_part_core_bow"
# Small guns
weapon_preferences = { weapon_type_kinetic }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = spiritual_seekers
has_ai_personality = hive_mind
}
}
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
component_slot = {
name = "SMALL_GUN_03"
slot_size = small
slot_type = weapon
locatorname = "small_gun_03"
}
component_slot = {
name = "SMALL_GUN_04"
slot_size = small
slot_type = weapon
locatorname = "small_gun_04"
}
small_utility_slots = 2
medium_utility_slots = 2
large_utility_slots = 2
cost = 240
}
ship_section_template = {
key = "CARRIER_BOW_M3S2"
ship_size = carrier
fits_on_slot = bow
entity = "carrier_bow_M3S2_entity"
icon = "GFX_ship_part_core_bow"
# Small lasers
weapon_preferences = { weapon_type_energy }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = federation_builders
has_ai_personality = erudite_explorers
has_ai_personality = xenophobic_isolationists
}
}
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
component_slot = {
name = "MEDIUM_GUN_03"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_03"
}
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
small_utility_slots = 2
medium_utility_slots = 2
large_utility_slots = 2
cost = 240
}
#MID
ship_section_template = {
key = "CARRIER_MID_M4SHB"
ship_size = carrier
fits_on_slot = mid
entity = "carrier_mid_M4SHB_entity"
icon = "GFX_ship_part_core_mid"
# Lasers & Strike Craft
weapon_preferences = { weapon_type_energy }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = federation_builders
has_ai_personality = erudite_explorers
has_ai_personality = xenophobic_isolationists
}
}
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
component_slot = {
name = "MEDIUM_GUN_03"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_03"
}
component_slot = {
name = "MEDIUM_GUN_04"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_04"
}
component_slot = {
name = "STRIKE_CRAFT_01"
slot_size = large
slot_type = strike_craft
rotation = 90
locatorname = "strike_craft_locator_01"
}
small_utility_slots = 1
medium_utility_slots = 1
large_utility_slots = 2
cost = 240
}
ship_section_template = {
key = "CARRIER_MID_S4LHB"
ship_size = carrier
fits_on_slot = mid
entity = "carrier_mid_S4LHB_entity"
icon = "GFX_ship_part_core_mid"
# Missiles & Strike Craft
weapon_preferences = { weapon_type_explosive }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = peaceful_traders
has_ai_personality = slaving_despots
has_ai_personality = migrating_flock
}
}
}
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
component_slot = {
name = "SMALL_GUN_03"
slot_size = small
slot_type = weapon
locatorname = "small_gun_03"
}
component_slot = {
name = "SMALL_GUN_04"
slot_size = small
slot_type = weapon
locatorname = "small_gun_04"
}
component_slot = {
name = "STRIKE_CRAFT_01"
slot_size = large
slot_type = strike_craft
rotation = 90
locatorname = "strike_craft_locator_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
slot_size = large
slot_type = strike_craft
rotation = -90
locatorname = "strike_craft_locator_02"
}
small_utility_slots = 1
medium_utility_slots = 1
large_utility_slots = 2
cost = 240
}
#STERN
ship_section_template = {
key = "CARRIER_STERN_M1S2"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_M1S2_entity"
icon = "GFX_ship_part_core_stern"
# Guns
weapon_preferences = { weapon_type_kinetic weapon_type_point_defense }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = honorbound_warriors
has_ai_personality = evangelising_zealots
has_ai_personality = democratic_crusaders
has_ai_personality = spiritual_seekers
has_ai_personality = hive_mind
}
}
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
small_utility_slots = 2
medium_utility_slots = 3
large_utility_slots = 2
cost = 240
}
ship_section_template = {
key = "CARRIER_STERN_L1"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_L1_entity"
icon = "GFX_ship_part_core_stern"
# Lasers
weapon_preferences = { weapon_type_energy }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = hegemonic_imperialists
has_ai_personality = erudite_explorers
has_ai_personality = fanatic_purifiers
has_ai_personality = xenophobic_isolationists
has_ai_personality = federation_builders
has_ai_personality = ruthless_capitalists
has_ai_personality = metalhead
}
}
}
component_slot = {
name = "LARGE_GUN_01"
slot_size = large
slot_type = weapon
locatorname = "large_gun_01"
}
small_utility_slots = 2
medium_utility_slots = 3
large_utility_slots = 2
cost = 240
}
ship_section_template = {
key = "CARRIER_STERN_M2"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_M2_entity"
icon = "GFX_ship_part_core_stern"
# Missiles
weapon_preferences = { weapon_type_explosive }
ai_weight = {
modifier = {
factor = 100.0
OR = {
has_ai_personality = peaceful_traders
has_ai_personality = slaving_despots
has_ai_personality = harmonious_hierarchy
has_ai_personality = decadent_hierarchy
}
}
}
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
small_utility_slots = 2
medium_utility_slots = 3
large_utility_slots = 2
cost = 240
}
ship_section_template = {
key = "CARRIER_STERN_S4"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_S4_entity"
icon = "GFX_ship_part_core_stern"
# Point Defense
weapon_preferences = { weapon_type_point_defense }
ai_weight = {
factor = 1
modifier = {
factor = 100.0
has_ai_personality = migrating_flock
}
}
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
component_slot = {
name = "SMALL_GUN_03"
slot_size = small
slot_type = weapon
locatorname = "small_gun_03"
}
component_slot = {
name = "SMALL_GUN_04"
slot_size = small
slot_type = weapon
locatorname = "small_gun_04"
}
small_utility_slots = 6
medium_utility_slots = 3
large_utility_slots = 1
cost = 240
}
Hey there, I have a problem with my new carrier ship class.
For the first I just want to get it to work, I mean it should run without problems before I start modeling.
I know something about it, maybe it works maybe not we will see.
But I can't create a new ship class, I mean not without problems:
I have two problems atm:
- The sections aren't shown in the ship_builder (and are the same mesh because I didn't rename them)
- I can't choose a mid section, so I can select a bow and a stern section but not a mid section.
Can anyone help me with this problems?
Here I have some file details for you:
_ships_entities.asset file
because I want it to work for each species
carrier file in section_templates
So if you need something more just ask.
I hope you can help.
Best Regards,
Tobi![]()
I can throw it together and release it, although I didn't wanna preempt Mav12 if he's planning on releasing his own mod. Plus, I haven't renamed the carrier's modules yet so they look kinda weird in the ship designer window. That's probably a much bigger project than I wanna bother with.
##### CARRIER START #####
# Frame
entity = {
name = "avian_01_carrier_entity"
pdxmesh = "avian_01_battleship_frame_mesh"
default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 4.0
start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
}
state = { name = "moving" animation = "idle" animation_blend_time = 4.0
event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
}
state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 0.5 node = "explosion_locator_01" particle = "avian_small_ship_explosion_particle" }
event = { time = 0.5 node = "explosion_locator_01" particle = "ship_burn_particle" }
event = { time = 2.5 node = "explosion_locator_02" particle = "avian_small_ship_explosion_particle" }
event = { time = 2.5 node = "explosion_locator_02" particle = "ship_burn_particle" }
event = { time = 1.7 node = "explosion_locator_03" particle = "avian_small_ship_explosion_particle" }
event = { time = 1.7 node = "explosion_locator_03" particle = "ship_burn_particle" }
event = { time = 0.78 node = "explosion_locator_04" particle = "avian_small_ship_explosion_particle" }
event = { time = 0.78 node = "explosion_locator_04" particle = "ship_burn_particle" }
event = { time = 6.5 node = "explosion_locator_05" particle = "avian_small_ship_explosion_particle" }
event = { time = 6.5 node = "explosion_locator_05" particle = "ship_burn_particle" }
event = { time = 0.0 particle = "avian_01_large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
scale = 1.1
game_data = {
scale = @carrier_scale
}
}
Bow
entity = {
name = "avian_01_carrier_bow_M1S2SHB_entity"
pdxmesh = "avian_01_battleship_bow_M1S2SHB_mesh"
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 }
}
state = { name = moving state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_bow_M2S4_entity"
pdxmesh = "avian_01_battleship_bow_M2S4_mesh"
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 }
}
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 }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_bow_M3S2_entity"
pdxmesh = "avian_01_battleship_bow_M3S2_mesh"
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 }
}
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 }
}
state = { name = "death" state_time = 5 }
#locator = { name = "small_gun_02" position = { 0 0 0 } }
# TEMP FIX
}
# Mid
entity = {
name = "avian_01_carrier_mid_M4SHB_entity"
pdxmesh = "avian_01_battleship_mid_M4SHB_mesh"
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 }
}
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 }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_mid_S4LHB_entity"
pdxmesh = "avian_01_battleship_mid_S4LHB_mesh"
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 }
}
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 }
}
state = { name = "death" state_time = 5 }
#TEMP LOCATOR REPLACE IN SCENE
#locator = {
# name = "strike_craft_locator_01"
# rotation = { -90 0 0 }
#}
#TEMP LOCATOR REPLACE IN SCENE
#locator = {
# name = "strike_craft_locator_02"
# rotation = { -90 0 0 }
#}
}
#Stern
entity = {
name = "avian_01_carrier_stern_M1S2_entity"
pdxmesh = "avian_01_battleship_stern_M1S2_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_stern_L1_entity"
pdxmesh = "avian_01_battleship_stern_L1_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_stern_M2_entity"
pdxmesh = "avian_01_battleship_stern_M2_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_stern_S4_entity"
pdxmesh = "avian_01_battleship_stern_S4_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
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 }
}
state = { name = "death" state_time = 5 }
}
##### CARRIER END #####