###################################################################################
###																				###
###									WEAPONS										###
###																				###
###################################################################################

	entity = {
		name = "ai_01_blue_missle_entity"
		pdxmesh = "arthropoid_01_missile_mesh"

		default_state = idle
		state = { name = "idle" animation = "idle" }
		state = { name = "stop" animation = "miss" looping = no }

		scale = 1.25
	}

	entity = {
		name = "ai_01_blue_turret_energy_torpedo_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_turret_torpedo_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_turret_missile_large_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_turret_missile_medium_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_turret_missile_small_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_large_kinetic_gun_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_medium_kinetic_gun_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_small_kinetic_gun_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_turret_point_defence_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_large_laser_gun_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_medium_laser_gun_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}

	entity = {
		name = "ai_01_blue_small_laser_gun_entity"
		locator = { name = "turret_muzzle_01" 		position = { 0  0 	0 	} }
	}


###################################################################################
###																				###
###									COMBAT SHIPS								###
###																				###
###################################################################################

entity = {
	name = "ai_01_blue_large_ship_ai_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_warship } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_warship } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

		event = { time = 0.5 node = "part1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" }

		event = { time = 0.5 node = "part1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	scale = 0.8
}
entity = {
	name = "ai_01_blue_warship_large_entity"
	pdxmesh = "ai_01_blue_warship_large_mesh"

	locator = { name = "large_gun_01" 		position = { 0  0  0 } }


	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "ai_01_blue_large_mid_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "ai_01_blue_large_side_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "ai_01_blue_large_side_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "ai_01_blue_large_side_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "ai_01_blue_large_side_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "circuit_light1" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light2" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light3" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light4" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light5" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light6" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light7" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light8" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light9" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light10" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "ai_01_blue_large_mid_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "ai_01_blue_large_side_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "ai_01_blue_large_side_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "ai_01_blue_large_side_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "ai_01_blue_large_side_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "circuit_light1" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light2" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light3" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light4" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light5" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light6" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light7" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light8" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light9" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light10" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "death" state_time = 5 }


	scale = 0.8
}

entity = {
	name = "ai_01_blue_small_ship_ai_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_warship } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_warship } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

		event = { time = 0.5 node = "part1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" }

		event = { time = 0.5 node = "part1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	scale = 0.7
}
entity = {
	name = "ai_01_blue_warship_small_entity"
	pdxmesh = "ai_01_blue_warship_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "ai_01_blue_small_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "circuit_light1" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light2" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light3" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light4" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light5" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light6" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light7" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light8" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light9" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light10" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "ai_01_blue_small_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "circuit_light1" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light2" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light3" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light4" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light5" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light6" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light7" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light8" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light9" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "circuit_light10" particle = "ai_01_circuit_blue_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	scale = 0.7
}

###################################################################################
###																				###
###								SMALL SHIPS										###
###																				###
###################################################################################


	entity = {
		name = "ai_01_blue_bomber_entity"
		pdxmesh = "ai_01_blue_fighter_mesh"
		scale = 0.8
	}

	entity = {
		name = "ai_01_blue_droppod_entity"
		pdxmesh = "ai_01_blue_fighter_mesh"
		scale = 0.8
	}

	entity = {
		name = "ai_01_blue_fighter_entity"
		pdxmesh = "ai_01_blue_fighter_mesh"
		scale = 0.8
	}


###################################################################################
###																				###
###								CIVILIAN SHIPS									###
###																				###
###################################################################################

		entity = {
			name = "ai_01_blue_constructor_entity"
			pdxmesh = "molluscoid_01_corvette_frame_mesh"

			default_state = "idle"
			state = { name = "idle"	 						animation = "idle" animation_blend_time = 0 }
			state = { name = "moving"						animation = "idle" animation_blend_time = 2 }
			state = { name = "working" 						animation = "idle" looping = no next_state = working_looping }
			state = { name = "working_looping"				animation = "idle" }
			state = { name = "death" animation = "death3" 	animation_blend_time = 0.0 chance = 1 looping = no
				event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			}
		}

		entity = {
			name = "ai_01_blue_construction_ship_ai_entity"
			pdxmesh = "ai_01_blue_civilian_mesh"

			default_state = "idle"
			state = { name = "idle" 						animation = "idle"
				event = { time = 0 node = "engine_medium_01" particle = "ai_01_blue_civilian_exhaust_idle_generic_particle" trigger_once = yes keep_particle = yes }
				start_event = { trigger_once = yes sound = { soundeffect = ai_civ_civilship } }
			#	event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "moving" 						animation = "idle"
				event = { time = 0 node = "engine_medium_01" particle = "ai_01_blue_civilian_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				#start_event = { trigger_once = yes sound = { soundeffect = "amb_starship_hum" } }
			#	event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "working"						animation = "working"		looping = no	next_state = working_looping
				event = { time = 0 node = "engine_medium_01" particle = "ai_01_blue_civilian_exhaust_idle_generic_particle" trigger_once = yes keep_particle = yes }

			#	event = { time = 0 node = "bot_1_exhaust1" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = construction_progress_loop } }

			#	event = { time = 4.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
			#	event = { time = 3.3 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
			#	event = { time = 3.7 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
			#	event = { time = 3.6 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }

			#	event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "working_looping"				animation = "working_looping"
				event = { time = 0 node = "engine_medium_01" particle = "ai_01_blue_civilian_exhaust_idle_generic_particle" trigger_once = yes keep_particle = yes }

				# Bot 1 welding
				#event = { time = 0 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 7.06 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 14.76 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 22.56 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" }  }
				event = { time = 29.96 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 37.3 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 2 welding
				event = { time = 4.3 node = "Bot_02" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 11.26 node = "Bot_02" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 17.9 node = "Bot_02" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 25.16 node = "Bot_02" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 32.5 node = "Bot_02" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 40.16 node = "Bot_02" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 3 welding
				event = { time = 4.8 node = "Bot_03" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 11.96 node = "Bot_03" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 18.73 node = "Bot_03" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 26.3 node = "Bot_03" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 33.36 node = "Bot_03" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 40.6 node = "Bot_03" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 4 welding
				event = { time = 6.2 node = "Bot_04" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 12.16 node = "Bot_04" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 18.4 node = "Bot_04" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 25.3 node = "Bot_04" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 32.8 node = "Bot_04" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 38.73 node = "Bot_04" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 5 welding
				#event = { time = 0 node = "Bot_01" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 7.06 node = "Bot_05" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 14.76 node = "Bot_05" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 22.56 node = "Bot_05" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" }  }
				event = { time = 29.96 node = "Bot_05" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 37.3 node = "Bot_05" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 6 welding
				event = { time = 4.3 node = "Bot_06" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 11.26 node = "Bot_06" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 17.9 node = "Bot_06" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 25.16 node = "Bot_06" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 32.5 node = "Bot_06" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 40.16 node = "Bot_06" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 7 welding
				event = { time = 4.8 node = "Bot_07" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 11.96 node = "Bot_07" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 18.73 node = "Bot_07" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 26.3 node = "Bot_07" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 33.36 node = "Bot_07" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 40.6 node = "Bot_07" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 8 welding
				event = { time = 6.2 node = "Bot_08" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 12.16 node = "Bot_08" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 18.4 node = "Bot_08" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 25.3 node = "Bot_08" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 32.8 node = "Bot_08" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 38.73 node = "Bot_08" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 9 welding
				event = { time = 4.8 node = "Bot_09" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 11.96 node = "Bot_09" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 18.73 node = "Bot_09" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 26.3 node = "Bot_09" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 33.36 node = "Bot_09" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 40.6 node = "Bot_09" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

				# Bot 10 welding
				event = { time = 6.2 node = "Bot_010" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 12.16 node = "Bot_010" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 18.4 node = "Bot_010" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 25.3 node = "Bot_010" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 32.8 node = "Bot_010" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
				event = { time = 38.73 node = "Bot_010" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

			#	event = { time = 0 node = "bot_1_exhaust1" particle = "mammalian_01_1_45_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 }
			}
			state = { name = "death"							animation = "idle" looping = no
				event = { time = 0.0 node = "construction_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.4 node = "construction_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.0 node = "construction_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.6 node = "construction_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.9 node = "construction_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 2.1 node = "construction_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 2.83 node = "construction_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 3.26 node = "construction_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 3.9 node = "construction_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 4.1 node = "construction_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			}
			scale = 1
		}

		entity = {
			name = "ai_01_blue_colonizer_entity"
			locator = { name = "part1" 	position = { 0 0 0 } }
		}

		entity = { name = "ai_01_blue_sponsored_colonizer_entity" clone = "ai_01_blue_colonizer_entity" }
		entity = { name = "ai_01_blue_guided_sapience_colonizer_entity" clone = "ai_01_blue_colonizer_entity" }

		entity = {
			name = "ai_01_blue_colony_ship_ai_entity"
			pdxmesh = "fallen_empire_01_civilian_mesh"
			scale = 0.55

			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 }
				event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
				start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_civilship_01" } }
			}
			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 }
				event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			}
			state = { name = "death"						state_time = 10 looping = no
				event = { time = 0.0 node = "cons_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.4 node = "cons_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.0 node = "cons_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.6 node = "cons_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.9 node = "cons_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 2.1 node = "cons_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 2.83 node = "cons_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 3.26 node = "cons_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 3.9 node = "cons_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 4.1 node = "cons_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			}
		}

		entity = {
			name = "ai_01_blue_science_entity"
			locator = { name = "part1" 	position = { 0 0 0 } }
		}

		entity = {
			name = "ai_01_blue_science_ship_entity"
			pdxmesh = "ai_01_blue_warship_small_mesh"
			scale = 0.8
		}

		entity = {
			name = "ai_01_blue_transport_entity"
			locator = { name = "part1" 	position = { 0 0 0 } }
		}

		entity = {
			name = "ai_01_blue_transport_ship_ai_entity"
			locator = { name = "part1" 	position = { 0 0 0 } }
			pdxmesh = "ai_01_blue_civilian_mesh"
			scale = 1
			#scale = 0.55

			default_state = "idle"
			state = { name = "idle" 						animation = "idle"
				event = { time = 0 node = "engine_medium_01" particle = "ai_01_civilian_exhaust_idle_generic_particle" trigger_once = yes keep_particle = yes }
				start_event = { trigger_once = yes sound = { soundeffect = ai_civ_civilship } }
			#	event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "moving" 						animation = "idle"
				event = { time = 0 node = "engine_medium_01" particle = "ai_01_civilian_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
				#start_event = { trigger_once = yes sound = { soundeffect = "amb_starship_hum" } }
			#	event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		}



###################################################################################
###																				###
###									STATIONS									###
###																				###
###################################################################################

@ai_station_small = 0.75

entity = {
	name = "ai_01_blue_orbital_station_entity"

	default_state = "idle"
	state = { name = "idle" state_time = 5 }
	state = { name = "death" state_time = 5 looping = no
		event = { time = 4.9 particle = "large_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}

	locator = { name = "part1" 	position = { 0 0 0 } }
	locator = { name = "part2" 	position = { 0 0 0 } }
	locator = { name = "part3" 	position = { 0 0 0 } }
	locator = { name = "part4" 	position = { 0 0 0 } }
	locator = { name = "part5" 	position = { 0 0 0 } }
	locator = { name = "part6" 	position = { 0 0 0 } }
	locator = { name = "part7" 	position = { 0 0 0 } }

	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_orbital_station_core_entity"
	pdxmesh = "ai_01_blue_station_large_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_large_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0 particle = "ai_01_blue_large_station_core_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}

	locator = { name = "medium_gun_01" position = { 0 0 0 } }
	locator = { name = "medium_gun_02" position = { 0 0 0 } }
	locator = { name = "small_gun_01" position = { 0 0 0 } }
	locator = { name = "small_gun_02" position = { 0 0 0 } }
	locator = { name = "small_gun_03" position = { 0 0 0 } }
	locator = { name = "small_gun_04" position = { 0 0 0 } }
	scale = 0.85
	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_mining_station_entity"
	pdxmesh = "ai_01_blue_station_small_frame_mesh"

	locator = { name = "part1" 			position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 particle = "medium_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}
	scale = @ai_station_small
	cull_radius = 1.0

	#attach = { part1 = "ai_02_mining_station_section_entity" }
}

entity = {
	name = "ai_02_mining_station_section_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"}
	state = { name = "death" animation = "death" looping = no }
}

entity = {
	name = "ai_01_blue_terraform_station_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 particle = "medium_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}
	scale = @ai_station_small
	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_research_station_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	locator = { name = "part1" 			position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 particle = "medium_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}
	scale = @ai_station_small
	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_wormhole_station_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 particle = "medium_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}
	scale = @ai_station_small
	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_observation_station_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 particle = "medium_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}
	scale = @ai_station_small
	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_starbase_ai_entity"
	pdxmesh = "ai_01_blue_station_large_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_large_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "large_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 particle = "ai_01_blue_large_station_core_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}

	locator = { name = "medium_gun_01" position = { 0 0 0 } }
	locator = { name = "medium_gun_02" position = { 0 0 0 } }
	locator = { name = "small_gun_01" position = { 0 0 0 } }
	locator = { name = "small_gun_02" position = { 0 0 0 } }
	locator = { name = "small_gun_03" position = { 0 0 0 } }
	locator = { name = "small_gun_04" position = { 0 0 0 } }
	scale = 0.85
	cull_radius = 1.0

	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 1.0
}


entity = {
	name = "ai_01_blue_military_station_large_ai_entity"
	pdxmesh = "ai_01_blue_station_large_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_large_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "large_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 particle = "ai_01_blue_large_station_core_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}

	locator = { name = "medium_gun_01" position = { 0 0 0 } }
	locator = { name = "medium_gun_02" position = { 0 0 0 } }
	locator = { name = "small_gun_01" position = { 0 0 0 } }
	locator = { name = "small_gun_02" position = { 0 0 0 } }
	locator = { name = "small_gun_03" position = { 0 0 0 } }
	locator = { name = "small_gun_04" position = { 0 0 0 } }
	scale = 0.85
	cull_radius = 1.0

	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 1.0
}

entity = {
	name = "ai_01_blue_military_station_small_ai_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ai_civ_station } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 0 particle = "ai_01_blue_small_station_core_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 particle = "medium_ai_blue_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_energy" } }
	}

	locator = { name = "part1" 	position = { 0 0 0 } }
	cull_radius = 1.0
	scale = @ai_station_small
}

##################         	 CONSTRUCTION ENTITIES           ########################

entity = {
	name = "ai_01_blue_starbase_ai_construction_entity"
	pdxmesh = "ai_01_blue_station_large_mesh"

	default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			#event = { trigger_once = yes }
		}
}

entity = {
	name = "ai_01_blue_military_station_large_construction_entity"
	pdxmesh = "ai_01_blue_station_large_mesh"

	default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			#event = { trigger_once = yes }
		}
}

entity = {
	name = "ai_01_blue_military_station_medium_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0 }
	scale = @ai_station_small
}

entity = {
	name = "ai_01_blue_military_station_small_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0 }
	scale = @ai_station_small
}

entity = {
	name = "ai_01_blue_orbital_station_construction_entity"
	pdxmesh = "ai_01_blue_station_large_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			#event = { trigger_once = yes }
		}
}
entity = {
	name = "ai_01_blue_mining_station_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0 }
	scale = @ai_station_small
}
entity = {
	name = "ai_01_blue_research_station_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0 }
	scale = @ai_station_small
}
entity = {
	name = "ai_01_blue_wormhole_station_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"
		default_state = "idle"
	state = { name = "idle" animation = idle animation_speed = 0 }
	scale = @ai_station_small
}
entity = {
	name = "ai_01_blue_terraform_station_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0 }
	scale = @ai_station_small
}
entity = {
	name = "ai_01_blue_observation_station_construction_entity"
	pdxmesh = "ai_01_blue_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0 }
	scale = @ai_station_small
}

entity = {
	name = "ai_01_blue_core_ai_entity"
	pdxmesh = "ai_01_blue_core_mesh"
	scale = 0.7

	locator = { name = "part1" }
}
