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Hello. I've been trying to add in a new bombardment type, and while everything works mechanically, the ships don't cause explosions on the planet like their supposed to. Instead the ships just hover over the planet silently.

Does anyone have a guide for how to add animation to new bombardment types? My search so far hasn't turned up anything.
 
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Hello. I've been trying to add in a new bombardment type, and while everything works mechanically, the ships don't cause explosions on the planet like their supposed to. Instead the ships just hover over the planet silently.

Does anyone have a guide for how to add animation to new bombardment types? My search so far hasn't turned up anything.
Bombardment Animation[edit]
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.

Code:
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
}

From the wiki.
 
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