entity = {
	name = "gatebuilder_01_gateway_entity"
	pdxmesh = "gateway_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "megastructure_gate_way_station_hum" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "megastructure_gate_way_portal_hum" stop_on_state_change = yes } }
	
		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 = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 7.63 node = "root" particle = "dreadnought_explosion_particle" keep_particle = yes }
		event = { time = 2.1 node = "root" particle = "gatebuilder_gateway_portal_death_residue_effect" keep_particle = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "megastructure_gate_way_station_death" stop_on_state_change = yes } }
	}
	
		meshsettings = {
			name = "gateway_bottomShapeShape"
			index = 0
			texture_diffuse = "gatebuilder_01_gateway_diffuse.dds"
			texture_normal = "gatebuilder_01_gateway_normal.dds"
			texture_specular = "gatebuilder_01_gateway_specular.dds"
			shader = "PdxMeshShip"
		}
		
	attach = { portal_joint = "gatebuilder_gateway_portal_entity" }
}

entity = {
	name = "gatebuilder_gateway_portal_entity"
	pdxmesh = "gatebuilder_gateway_portal_mesh"
	
	get_state_from_parent = no
	
	default_state = "idle"
	state = { name = "idle" state_time = 5 
		event = { time = 0 node = "center" particle = "gatebuilder_gateway_portal_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "megastructure_gate_way_portal_hum" } }
	}
	
	game_data = {
		uv_animation_speed 		= -0.05
		uv_animation_direction 	= { 0.5 1.0 }
		bloom_factor = 0.8
	}
	
	scale = 0.5
}



entity = {
	name = "gatebuilder_01_space_station_entity"
	pdxmesh = "gatebuilder_01_station_frame_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "combat_idle" animation = "idle" }
	state = { name = "death" animation = "death" looping = no 
		event = { time = 12.2 node = "explosion_locator" particle = "gatebuilder_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	
}

entity = {
	name = "gatebuilder_01_space_station_section_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5 
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_05" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_07" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_08" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_09" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_space_station" } }

	}
	state = { name = "combat_idle" state_time = 5 
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_05" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_07" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_08" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_09" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "xl_gun_01" particle = "gatebuilders_01_station_energy_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 12.3 looping = no 
		event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
}



entity = {
	name = "gatebuilder_01_mothership_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "death" animation = "death" looping = no 
		event = { time = 12.2 node = "explosion_locator" particle = "gatebuilder_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	
}

entity = {
	name = "gatebuilder_01_mothership_section_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5 
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	
		start_event = { node = "engine_large_01" particle = "generic_1_25_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_large_02" particle = "generic_1_25_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_01" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_02" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_mothership" } }
	}
	state = { name = "moving" state_time = 5 
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	
		start_event = { node = "engine_large_01" particle = "generic_2_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_large_02" particle = "generic_2_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_01" particle = "generic_2_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_02" particle = "generic_2_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 12.3 looping = no 
		event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
}



entity = {
	name = "gatebuilder_01_cruiser_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "moving" animation = "idle" }
	state = { name = "death" animation = "death" looping = no 
		event = { time = 12.2 node = "explosion_locator" particle = "small_player_ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	
}	


entity = {
	name = "gatebuilder_01_cruiser_section_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5 
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	
		start_event = { node = "engine_large_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_gatebuilder_01_cruiser" } }
	}
	state = { name = "moving" state_time = 5 
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	
		start_event = { node = "engine_large_01" particle = "generic_1_5_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_01" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		start_event = { node = "engine_medium_02" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 12.3  looping = no 
		event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	
	
}


entity = {
	name = "gatebuilder_01_strikecraft_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
}


# Weapons

entity = {
	name = "gatebuilder_titan_weapon_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_01 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_02 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_03 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_04 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_05 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_06 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_07 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 use_parent_nodes = yes node = windup_locator_08 particle = "gatebuilder_titan_weapon_windup_effect" keep_particle = yes trigger_once = yes }
	}
}

entity = {
	name = "gatebuilder_titan_weapon_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 3 looping = no
		event = { time = 0 particle = "gatebuilder_titan_weapon_muzzle_effect" keep_particle = yes sound = { soundeffect = xl_arc_emitter_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_xl_arc_emitter_fire" } }
	}
}

entity = {
	name = "gatebuilder_titan_weapon_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "gatebuilder_titan_weapon_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "gatebuilder_titan_weapon_shield_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle"
		start_event = { particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}



animation = {
	name = "gatebuilder_01_ship_frame_idle_animation"
	file = "gatebuilder_01_ship_frame_idle.anim"
}

animation = {
	name = "gatebuilder_01_ship_frame_death_animation"
	file = "gatebuilder_01_ship_frame_death.anim"
}

animation = {
	name = "gatebuilder_01_station_frame_idle_animation"
	file = "gatebuilder_01_station_frame_idle.anim"
}

animation = {
	name = "gatebuilder_01_station_frame_death_animation"
	file = "gatebuilder_01_station_frame_death.anim"
}