@missile_scale = 1.0

# FALLBACKS

entity = {
	name = "test_explosion"
	cull_radius = 1.0
	
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 7 looping = no
		event = { time = 0.0 particle = "plasma_cannon_medium_hit_effect" }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
}

entity = {
	name = "molluscoid_01_missle_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "medium_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		animation = "miss"
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	scale = 1.25
}

#################
# MISSILES
#################

# MUZZLE FLASHES

entity = {
	name = "missile_small_muzzle_flash_entity"
	cull_radius = 0.01
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "missile_small_muzzle_flash_particle" keep_particle = yes sound = { soundeffect = missile_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_missile_fire" } }
	}
}

entity = {
	name = "missile_medium_muzzle_flash_entity"
	cull_radius = 0.01
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "missile_medium_muzzle_flash_particle" keep_particle = yes sound = { soundeffect = missile_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_missile_fire" } }
	}
}

entity = {
	name = "missile_large_muzzle_flash_entity"
	cull_radius = 0.01
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "missile_large_muzzle_flash_particle" keep_particle = yes sound = { soundeffect = missile_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_missile_fire" } }
	}
}

# MISSILES

entity = {
	name = "missile_small_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	scale = 0.62
}

entity = {
	name = "missile_medium_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		start_event = { time = 0 node = exhaust particle = "medium_missile_idle_particle" keep_particle = yes }
		start_event = { time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	scale = 1.25
}

entity = {
	name = "missile_large_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		start_event = { time = 0 node = exhaust particle = "large_missile_idle_particle" keep_particle = yes }
		start_event = { time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "missile_idle_flame_particle" keep_particle = yes }
	}
	scale = 2
}

# HIT EFFECTS

entity = {
	name = "missile_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_small_hit_effect" sound = { soundeffect = missile_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_missile_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "missile_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_medium_hit_effect" sound = { soundeffect = missile_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_missile_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "missile_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_large_hit_effect" sound = { soundeffect = missile_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_missile_hit" } }
	}
	default_state = "explode_med_hp"
}

# SHIELD HIT

entity = {
	name = "missile_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_small_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "missile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "missile_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "missile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "missile_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_large_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "missile_large_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

#################
# TORPEDOES
#################

# MUZZLE FLASHES

entity = {
	name = "torpedo_small_muzzle_entity"
	cull_radius = 50.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "torpedo_small_muzzle_particle" keep_particle = yes sound = { soundeffect = torpedo_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_fire" } }
	}
}

entity = {
	name = "torpedo_medium_muzzle_entity"
	cull_radius = 50.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "torpedo_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = torpedo_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_fire" } }
	}
}

entity = {
	name = "torpedo_large_muzzle_entity"
	cull_radius = 50.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "torpedo_large_muzzle_particle" keep_particle = yes sound = { soundeffect = torpedo_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_fire" } }
	}
}

# TORPEDOES
# Default
entity = {
	name = "torpedo_small_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "small_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "small_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_idle_flame_particle" keep_particle = yes }
	}
	scale = 0.62
}

entity = {
	name = "torpedo_medium_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "medium_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "medium_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_idle_flame_particle" keep_particle = yes }
	}
	scale = 1.25
}

entity = {
	name = "torpedo_large_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "large_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "large_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_idle_flame_particle" keep_particle = yes }
	}
	scale = 2
}

# HIT EFFECTS

entity = {
	name = "torpedo_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_small_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "torpedo_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_medium_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "torpedo_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_large_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

# Level 2
entity = {
	name = "torpedo_02_small_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "small_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "small_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	scale = 0.62
}

entity = {
	name = "torpedo_02_medium_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "medium_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "medium_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	scale = 1.25
}

entity = {
	name = "torpedo_02_large_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "large_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "large_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_02_idle_flame_particle" keep_particle = yes }
	}
	scale = 2
}

# HIT EFFECTS

entity = {
	name = "torpedo_02_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_02_small_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "torpedo_02_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_02_medium_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "torpedo_02_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_02_large_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

# Level 3
entity = {
	name = "torpedo_03_small_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "small_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "small_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "small_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	scale = 0.62
}

entity = {
	name = "torpedo_03_medium_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "medium_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "medium_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "medium_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	scale = 1.25
}

entity = {
	name = "torpedo_03_large_entity"
	pdxmesh = "arthropoid_01_missile_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = exhaust particle = "large_torpedo_idle_particle" keep_particle = yes }
		event = { time = 0 node = exhaust particle = "large_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss_reversed"
		time_offset = { 0 1.4 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
		chance = 1
		animation = "miss2_reversed"
		time_offset = { 0 1 }
		animation_blend_time = 0.5
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "large_torpedo_03_idle_flame_particle" keep_particle = yes }
	}
	scale = 2
}

# HIT EFFECTS

entity = {
	name = "torpedo_03_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_03_small_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "torpedo_03_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_03_medium_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "torpedo_03_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "torpedo_03_large_hit_effect" sound = { soundeffect = torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_torpedo_hit" } }
	}
	default_state = "explode_med_hp"
}

#entity = {
#	name = "torpedo_small_shield_hit_entity"
#	cull_radius = 1.0
#	
#	state = { name = "explode_med_hp" state_time = 0.8 looping = no
#		event = { time = 0.0 particle = "torpedo_small_hit_effect" }
#		event = { time = 0.0 particle = "missile_small_shield_hit_effect" }
#	}
#	default_state = "explode_med_hp"
#}
#
#entity = {
#	name = "torpedo_medium_shield_hit_entity"
#	cull_radius = 1.0
#	
#	state = { name = "explode_med_hp" state_time = 0.8 looping = no
#		event = { time = 0.0 particle = "torpedo_medium_hit_effect" }
#		event = { time = 0.0 particle = "missile_medium_shield_hit_effect" }
#	}
#	default_state = "explode_med_hp"
#}
#
#entity = {
#	name = "torpedo_large_shield_hit_entity"
#	cull_radius = 1.0
#	
#	state = { name = "explode_med_hp" state_time = 0.8 looping = no
#		event = { time = 0.0 particle = "torpedo_large_hit_effect" }
#		event = { time = 0.0 particle = "missile_large_shield_hit_effect" }
#	}
#	default_state = "explode_med_hp"
#}

#################
# SCOURGE MISSILES
#################

# MUZZLE FLASHES

entity = {
	name = "scourge_missile_muzzle_flash_entity"
	cull_radius = 0.01
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "scourge_missile_muzzle_particle" keep_particle = yes sound = { soundeffect = swarm_scroge_missile_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_swarm_scroge_missile_fire" } }
	}
}

# SCOURGE MISSILES

entity = {
	name = "scourge_missile_entity"
	cull_radius = 1
	#pdxmesh = "arthropoid_01_missile_mesh"
	
	
	default_state = idle
	state = { name = "idle" #animation = "idle"
		event = { time = 0 particle = "scourge_missile_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "scourge_missile_idle_flame_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		state_time = 2.0
		#animation = "miss"
		#start_event = { time = 0 node = exhaust particle = "small_missile_idle_particle" keep_particle = yes }
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "scourge_missile_idle_flame_particle" keep_particle = yes }
	}
	scale = 1.25
}

# HIT EFFECTS

entity = {
	name = "scourge_missile_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "scourge_missile_hit_effect" sound = { soundeffect = swarm_scroge_missile_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_swarm_scroge_missile_hit" } }
	}
	default_state = "explode_med_hp"
}

# SHIELD HIT

entity = {
	name = "scourge_missile_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "scourge_missile_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "missile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

#################
# SWARMER MISSILES
#################
# Level 1

# MUZZLE FLASHES

entity = {
	name = "swarmer_missiles_muzzle_flash_entity"
	cull_radius = 0.01
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "missile_medium_muzzle_flash_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "swarmer_missile_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_swarmer_missile_fire" } }
		
	}
}

# SWARMER MISSILES
entity = {
	name = "swarmer_missiles_entity"
	pdxmesh = "swarmer_missile_mesh"
	
	default_state = "idle"
	state = { name = "idle"		animation = "start"		looping = no	next_state = "loop"
		event = { time = 0 node = missile_01 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_02 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_03 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_04 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_05 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_06 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_07 particle = "swarmer_missile_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_08 particle = "swarmer_missile_idle_particle" keep_particle = yes }
	}
	
	state = { name = "loop"		animation = "fly" 
		event = { time = 0 node = missile_01 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_02 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_03 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_04 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_05 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_06 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_07 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_08 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "stop" animation = "miss" 
		looping = no
		time_offset = { 0 1 }
		animation_blend_time = 1
		start_event = { time = 0 node = missile_01 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_02 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_03 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_04 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_05 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_06 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_07 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_08 particle = "swarmer_missile_idle_particle" keep_particle = yes trigger_once = yes }
	}
	
	scale = 0.8
	
	
	attach = { missile_01 = "arthropoid_01_missle_entity" }
	attach = { missile_02 = "arthropoid_01_missle_entity" }
	attach = { missile_03 = "arthropoid_01_missle_entity" }
	attach = { missile_04 = "arthropoid_01_missle_entity" }
	attach = { missile_05 = "arthropoid_01_missle_entity" }
	attach = { missile_06 = "arthropoid_01_missle_entity" }
	attach = { missile_07 = "arthropoid_01_missle_entity" }
	attach = { missile_08 = "arthropoid_01_missle_entity" }
}

# HIT EFFECTS

entity = {
	name = "swarmer_missiles_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_medium_hit_effect" sound = { soundeffect = swarmer_missile_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_swarmer_missile_hit" } }
	}
	default_state = "explode_med_hp"
}

# SHIELD HIT

entity = {
	name = "swarmer_missiles_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "missile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

# Level 2

entity = {
	name = "swarmer_missiles_02_entity"
	pdxmesh = "swarmer_missile_mesh"
	
	default_state = "idle"
	state = { name = "idle"		animation = "start"		looping = no	next_state = "loop"
		event = { time = 0 node = missile_01 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_02 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_03 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_04 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_05 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_06 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_07 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_08 particle = "swarmer_missile_02_idle_particle" keep_particle = yes }
				 
	}
	
	state = { name = "loop"		animation = "fly" 
		event = { time = 0 node = missile_01 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_02 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_03 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_04 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_05 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_06 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_07 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_08 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "stop" animation = "miss" 
		looping = no
		time_offset = { 0 1 }
		animation_blend_time = 1
		start_event = { time = 0 node = missile_01 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_02 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_03 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_04 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_05 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_06 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_07 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_08 particle = "swarmer_missile_02_idle_particle" keep_particle = yes trigger_once = yes }
	}
	
	scale = 0.8
	
	
	attach = { missile_01 = "arthropoid_01_missle_entity" }
	attach = { missile_02 = "arthropoid_01_missle_entity" }
	attach = { missile_03 = "arthropoid_01_missle_entity" }
	attach = { missile_04 = "arthropoid_01_missle_entity" }
	attach = { missile_05 = "arthropoid_01_missle_entity" }
	attach = { missile_06 = "arthropoid_01_missle_entity" }
	attach = { missile_07 = "arthropoid_01_missle_entity" }
	attach = { missile_08 = "arthropoid_01_missle_entity" }
}

# HIT EFFECTS

entity = {
	name = "swarmer_missiles_02_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "swarmer_missile_02_hit_effect" sound = { soundeffect = swarmer_missile_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_swarmer_missile_hit" } }
	}
	default_state = "explode_med_hp"
}

# SHIELD HIT

entity = {
	name = "swarmer_missiles_02_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "swarmer_missile_02_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "missile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}
