Bombardment Animation
There is an entity named "orbital_bombardment_effects" in the file "gfx/models/planets/_planetary_entities.asset". Without modding this file, any custom bombardment stances will have neither animations nor sound effects.
entity = {
name = "orbital_bombardment_effects"
pdxmesh = "bombardment_frame_mesh"
cull_radius = 500.0
# --- If multiple states named "bombard_xxx" exist, a random state is used, weighed by the "chance" field --- #
# --- Add more state entries for a same bombardment stance to give some randomness to the animations --- #
# --- The more the "event" entries, the shorter the "state_time", the more fierce the animation will look like --- #
state = { name = "bombard_selective" state_time = 4 looping = no next_state = "bombard_selective" chance = 1
event = { time = 0 node = "bombardment_location_1" particle = ... } }
event = { time = 1 node = "bombardment_location_5" particle = ... } }
event = { time = 2.5 node = "bombardment_location_12" particle = ... } }
}
state = { name = "bombard_selective" state_time = 4 looping = no next_state = "bombard_selective" chance = 1
event = { time = 0 node = "bombardment_location_7" particle = ... } }
...
}
state = { name = "bombard_indiscriminate" state_time = 3.0 looping = no next_state = "bombard_indiscriminate" chance = 1
event = { time = 0 node = "bombardment_location_3" particle = ... } }
...
}
state = { name = "bombard_indiscriminate" state_time = 3.0 looping = no next_state = "bombard_indiscriminate" chance = 1
event = { time = 0 node = "bombardment_location_4" particle = ... } }
...
}
state = { name = "bombard_armageddon" state_time = 2.5 looping = no next_state = "bombard_armageddon" chance = 1
event = { time = 0 node = "bombardment_location_1" particle = ... } }
...
}
state = { name = "bombard_armageddon" state_time = 2.5 looping = no next_state = "bombard_armageddon" chance = 1
event = { time = 0 node = "bombardment_location_2" particle = ... } }
...
}
...
# --- By the way, the vanilla Pox bombardment stance do NOT have any animations --- #
scale = 1.0
}