//==============================================================================
// War Ship.txt
//==============================================================================

//==============================================================================
define wake
{
   set hotspot
   {
      version
      {
         Visualparticle cinematic naval a boat walk
      }
   }
}

//==============================================================================
define wakewalk
{
   set hotspot
   {
      version
      {
         Visualparticle Naval A Small Boat Walk
      }
   }
}

//==============================================================================
define rippleidle
{
   set hotspot
   {
      version
      {
         Visualparticle Naval A Small Boat Idle
      }
   }
}

//==============================================================================
define rippledeath
{
   set hotspot
   {
      version
      {
         Visualparticle Naval A Small Boat Death
      }
   }
}

//==============================================================================
define Flash
{
   set hotspot
   {
      version
      {
         Visualparticle sfx a ravenflash
      }
	}
}

//==============================================================================
define Fire
{
   set hotspot
   {
      version
      {
         Visualparticle sfx a ravenfire
      }
	}
}

//==============================================================================
define bigsplash
{
   set hotspot
   {
      version
      {
         Visualparticle sfx a boat splash Large
      }
   }
}

//==============================================================================
anim Idle
{
   SetSelector
   {
      set hotspot
      {
         version
         {
            Visual naval x unique_idlea
			Connect ATTACHPOINT rippleidle hotspot
         }
      }
   }
}

//==============================================================================
anim Walk
{
   SetSelector
   {
      set hotspot
      {
         version
         {
			Visual naval x unique_walka
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag FootstepLeft 0.20 true   
            tag FootstepRight 0.20 true   
//-- end auto generated section
                        length 2
			Connect ATTACHPOINT rippleidle hotspot
			Connect ATTACHPOINT wakewalk hotspot
         }
      }
   }
}

//==============================================================================
anim RangedAttack
{
   SetSelector
   {
      set hotspot
      {
         version
         {
			Visual naval x unique_attacka
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.40 true   
            tag GenericSound 0.40 true   
            tag SpecificSoundSet 0.30 false BallistaAttack checkVisible 
//-- end auto generated section
			Connect ATTACHPOINT rippleidle hotspot
			length 1.5
			// Please check with GTS before changing.
         }
      }
   }
}
//==============================================================================
anim WalkAttack
{
   SetSelector
   {
      set hotspot
      {
         version
         {
			Visual naval x unique_walka
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag Attack 0.40 true   
            tag GenericSound 0.40 true   
            tag SpecificSoundSet 0.40 false Arrow checkVisible 
//-- end auto generated section
			Connect ATTACHPOINT wakewalk hotspot
         }
      }
	}
}

//==============================================================================
anim Death
{
   SetSelector
   {
      set hotspot
      {
         version
         {
			Visual naval x unique_deatha
//-- auto generated by the bang animation tool
//-- do not hand edit these values
            tag SpecificSoundSet 0.26 false ShipDeathSplash checkVisible 
            tag SpecificSoundSet 0.00 false ShipDeath checkVisible 
//-- end auto generated section
			Connect ATTACHPOINT rippledeath hotspot
         }
      }
   }
}