@destroyer_scale = 7.5
@corvette_scale = 6.5
@cruiser_scale = 10.5
@battleship_scale = 16.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 13.0
@science_scale = 1.0
@constructor_scale = 12.0
@military_station_large = 15.0
@orbital_station = 17
@research_station = 13
@mining_station = 13
@terraforming_station = 13

# @small_trail_W = 10
# @small_trail_L = 60
# @medium_trail_W = 25
# @medium_trail_L = 150
# @large_trail_W = 50
# @large_trail_L =  300


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

entity = {
	name = "humanoid_01_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 = "humanoid_01_turret_energy_torpedo_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_turret_torpedo_entity"
	pdxmesh = "humanoid_01_turret_missile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_turret_missile_large_entity"
	pdxmesh = "humanoid_01_turret_missile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_turret_missile_medium_entity"
	pdxmesh = "humanoid_01_turret_missile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_turret_missile_small_entity"
	pdxmesh = "humanoid_01_turret_missile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_large_kinetic_gun_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_medium_kinetic_gun_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_small_kinetic_gun_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}




entity = {
	name = "humanoid_01_turret_point_defence_entity"
	pdxmesh = "humanoid_01_turret_point_defence_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}





entity = {
	name = "humanoid_01_large_laser_gun_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_medium_laser_gun_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_small_laser_gun_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_turret_xl_entity"
	pdxmesh = "humanoid_01_turret_xl_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}





# ##################
# Critter Weapons
# ##################


# Amoeba Weapons

entity = {
	name = "humanoid_01_small_space_amoeba_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_large_space_amoeba_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

# Space Cloud Weapons

entity = {
	name = "humanoid_01_small_space_cloud_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_large_space_cloud_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.5
}

# Crystal Weapons

entity = {
	name = "humanoid_01_small_crystal_ship_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_large_crystal_ship_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

# Mining Drone Weapons

entity = {
	name = "humanoid_01_small_mining_drone_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_medium_mining_drone_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

# Space Whale Weapons

entity = {
	name = "humanoid_01_small_space_whale_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_medium_space_whale_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_large_space_whale_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

# Swarm Weapons

entity = {
	name = "humanoid_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "humanoid_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "humanoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}




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


######################           CORVETTE             ########################

entity = {
	name = "humanoid_01_corvette_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
	}
	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" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

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

		event = { time = 8.9 node = "ship_main" particle = "large_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" sound = { soundeffect = ship_destroyed } }

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

		event = { time = 10.83 node = "part1" particle = "large_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" sound = { soundeffect = ship_destroyed } }

		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 = 1.0
	game_data = {
		size = @corvette_scale
		emissive_recolor_crunch = 5.0
	}
}



entity = {
	name = "humanoid_01_corvette_M1S1_entity"
	pdxmesh = "humanoid_01_corvette_M1S1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"exhaust_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_03" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}
}

entity = {
	name = "humanoid_01_corvette_S3_entity"
	pdxmesh = "humanoid_01_corvette_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
}

#entity = {
#	name = "humanoid_01_corvette_S1_entity"
#	pdxmesh = "mammalian_01_corvette_S1_mesh"
#
#	default_state = "idle"
#	state = { name = "idle" state_time = 5
#		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#	state = { name = "moving" state_time = 5
#		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_0_65_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#	state = { name = "death" state_time = 5 }
#}


###################            DESTROYER             ########################

# FRAME

entity = {
	name = "humanoid_01_destroyer_entity"
	pdxmesh = "molluscoid_01_destroyer_frame_mesh"

	default_state = "idle"
	state = { name = "idle"		animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_destroyer_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = "moving_out_destroyer" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 8.15 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.15 node = "part1_locator" particle = "ship_burn_particle" }

		event = { time = 8.15 node = "part2_locator" particle = "ship_burn_particle" }
		event = { time = 8.15 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 8.3 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 18.56 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 18.56 node = "part2" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.05 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 4.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.6 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 4.6 node = "part2_locator" particle = "ship_burn_particle" }

		event = { time = 18.56 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 18.56 node = "part2" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.05 node = "part2_local_explosion_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "part2_local_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.4 node = "part2_local_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.6 node = "part2_local_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.83 node = "part2_local_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.1 node = "part2_local_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.5 node = "part2_local_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.93 node = "part2_explosion_locator" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 12.83 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

    scale = 1.0

	game_data = {
		size = @destroyer_scale
		emissive_recolor_crunch = 5.0
	}
}



# BOW

entity = {
	name = "humanoid_01_destroyer_bow_L1_entity"
	pdxmesh = "humanoid_01_destroyer_bow_L1_mesh"

	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 = 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 }
	}
	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 = 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 }
	}
}

entity = {
	name = "humanoid_01_destroyer_bow_M1S2_entity"
	pdxmesh = "humanoid_01_destroyer_bow_M1S2_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "humanoid_01_destroyer_bow_S3_entity"
	pdxmesh = "humanoid_01_destroyer_bow_S3_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# STERN

entity = {
	name = "humanoid_01_destroyer_stern_S2_entity"
	pdxmesh = "humanoid_01_destroyer_stern_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02_moving" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03_moving" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "humanoid_01_destroyer_stern_M1_entity"
	pdxmesh = "humanoid_01_destroyer_stern_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_025_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_025_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"exhaust_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}


##################         	 CRUISER           ########################

#FRAME
entity = {
	name = "humanoid_01_cruiser_entity"
	pdxmesh = "humanoid_01_cruiser_frame_mesh"

	locator = { name = "part2_locator" 	position = { 0 0 0 } }
	locator = { name = "part2" 	position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_cruiser_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "moving_out_cruiser" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 6.7 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 6.7 node = "part2_back_locator" particle = "ship_burn_particle" }

		event = { time = 6.7 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 6.7 node = "part3_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 6.7 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 16.56 node = "ship_main" particle = "large_player_ship_explosion_particle" sound = { soundeffect = ship_explosion_large } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 6.83 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 6.83 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 6.83 node = "part1_locator" particle = "ship_burn_particle" }

		event = { time = 6.83 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 6.83 node = "part2_front_locator" particle = "ship_burn_particle" }

		event = { time = 11.03 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 11.03 node = "part2_back_locator" particle = "ship_burn_particle" }

		event = { time = 11.03 node = "part3_locator" particle = "ship_explosion_particle" }
		event = { time = 11.03 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 11.03 node = "part3_locator" particle = "ship_burn_particle" }

		event = { time = 16.56 node = "ship_main" particle = "large_player_ship_explosion_particle" sound = { soundeffect = ship_explosion_large } }
	}

	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.7 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator_01" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 2.7 node = "explosion_locator_02" particle = "ship_burn_particle" }
		event = { time = 2.7 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 3.9 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 3.9 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 7.5 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 7.5 node = "explosion_locator_04" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 4.9 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 4.9 node = "explosion_locator_05" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 9.9 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 9.9 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 16.56 node = "ship_main" particle = "large_player_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	scale = 1.0

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
	}
}



# BOW
entity = {
	name = "humanoid_01_cruiser_bow_L1_entity"
	pdxmesh = "humanoid_01_cruiser_bow_L1_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "humanoid_01_cruiser_bow_M1S2_entity"
	pdxmesh = "humanoid_01_cruiser_bow_M1S2_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "humanoid_01_cruiser_bow_M2_entity"
	pdxmesh = "humanoid_01_cruiser_bow_M2_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# MID

entity = {
	name = "humanoid_01_cruiser_mid_S2HB_entity"
	pdxmesh = "humanoid_01_cruiser_mid_S2HB_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	#TEMP LOCATOR REPLACE IN SCENE
	#locator = {
	#	name = "strike_craft_locator_01"
	#	rotation = { -90 0 0 }
	#}
}

entity = {
	name = "humanoid_01_cruiser_mid_L1M1_entity"
	pdxmesh = "humanoid_01_cruiser_mid_L1M1_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "humanoid_01_cruiser_mid_M3_entity"
	pdxmesh = "humanoid_01_cruiser_mid_M3_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "humanoid_01_cruiser_mid_M2S2_entity"
	pdxmesh = "humanoid_01_cruiser_mid_M2S2_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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# STERN
entity = {
	name = "humanoid_01_cruiser_stern_M1_entity"
	pdxmesh = "humanoid_01_cruiser_stern_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_L_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_L_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_L_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_R_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_R_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_R_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_1_75_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_L_01" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_L_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_L_03" particle = "generic_1_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_R_01" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_R_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_R_03" particle = "generic_1_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "humanoid_01_cruiser_stern_S2_entity"
	pdxmesh = "humanoid_01_cruiser_stern_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_025_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_025_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_1_75_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_025_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_025_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

##################         	 BATTLESHIP           ########################

# FRAME
entity = {
	name = "humanoid_01_battleship_entity"
	pdxmesh = "humanoid_01_battleship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_bass" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.0 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 1.0 node = "explosion_locator_01" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 1.7 node = "explosion_locator_02" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 3.7 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 3.7 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 6.0 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 6.0 node = "explosion_locator_04" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 7.3 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 7.3 node = "explosion_locator_05" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 10.7 node = "explosion_locator_02" particle = "ship_burn_particle" }
		event = { time = 10.7 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 19.9 node = "part2" particle = "large_player_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 8.3 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.3 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 8.3 node = "part1_locator" particle = "ship_explosion_particle" }

		event = { time = 8.3 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 8.3 node = "part2_front_locator" particle = "ship_burn_particle" }
		event = { time = 12.3 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 12.3 node = "part2_back_locator" particle = "ship_burn_particle" }

		event = { time = 12.3 node = "part3_locator" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 12.3 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 12.3 node = "part3_locator" particle = "ship_explosion_particle" }

		event = { time = 16.5 node = "ship_main" particle = "large_player_ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 8.0 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.0 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 8.0 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 8.0 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.0 node = "part2_front_locator" particle = "ship_burn_particle" }

		event = { time = 16.5 node = "ship_main" particle = "large_player_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	scale = 1.0

	game_data = {
		size = @battleship_scale
		emissive_recolor_crunch = 5.0
	}
}



# BOW
entity = {
	name = "humanoid_01_battleship_bow_L1M1S2_entity"
	pdxmesh = "humanoid_01_battleship_bow_L1M1S2_mesh"

	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 }
	}

	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 }
	}

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

entity = {
	name = "humanoid_01_battleship_bow_L2_entity"
	pdxmesh = "humanoid_01_battleship_bow_L2_mesh"
}

entity = {
	name = "humanoid_01_battleship_bow_M1S2SHB_entity"
	pdxmesh = "humanoid_01_battleship_bow_M1S2SHB_mesh"

	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 }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "humanoid_01_battleship_bow_XL1_entity"
	pdxmesh = "humanoid_01_battleship_bow_XL1_mesh"

	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 }
	}

	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 }
	}

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

	# XL weapon windup locator names: xl_windup_1-10
}

#entity = {
#	name = "humanoid_01_battleship_bow_M2S4_entity"
#	pdxmesh = "mammalian_01_battleship_bow_M2S4_mesh"
#
#	default_state = "idle"
#	state = { name = idle	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = moving	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = "death" state_time = 5 }
#}

#entity = {
#	name = "humanoid_01_battleship_bow_M3S2_entity"
#	pdxmesh = "mammalian_01_battleship_bow_M3S2_mesh"
#
#	default_state = "idle"
#	state = { name = idle	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = moving	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = "death" state_time = 5 }
#}

#entity = {
#	name = "humanoid_01_battleship_bow_L1S4_entity"
#	pdxmesh = "mammalian_01_battleship_bow_L1S4_mesh"
#
#	default_state = "idle"
#	state = { name = idle	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = moving	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = "death" state_time = 5 }
#}



#MID

entity = {
	name = "humanoid_01_battleship_mid_L2M2_entity"
	pdxmesh = "humanoid_01_battleship_mid_L2M2_mesh"
}

entity = {
	name = "humanoid_01_battleship_mid_L3_entity"
	pdxmesh = "humanoid_01_battleship_mid_L3_mesh"

	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 }
	}

	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 }
	}

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

entity = {
	name = "humanoid_01_battleship_mid_M4SHB_entity"
	pdxmesh = "humanoid_01_battleship_mid_M4SHB_mesh"

	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 }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "humanoid_01_battleship_mid_S4LHB_entity"
	pdxmesh = "humanoid_01_battleship_mid_S4LHB_mesh"

	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 }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

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

#entity = {
#	name = "humanoid_01_battleship_mid_L2S4_entity"
#	pdxmesh = "mammalian_01_battleship_mid_L2S4_mesh"
#
#	default_state = "idle"
#	state = { name = idle	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = moving	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = "death" state_time = 5 }
#}

#entity = {
#	name = "humanoid_01_battleship_mid_L1M4_entity"
#	pdxmesh = "mammalian_01_battleship_mid_L1M4_mesh"
#
#	default_state = "idle"
#	state = { name = idle	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = moving	state_time = 5
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#	}
#
#	state = { name = "death" state_time = 5 }
#}



# STERN

entity = {
	name = "humanoid_01_battleship_stern_L1_entity"
	pdxmesh = "humanoid_01_battleship_stern_L1_mesh"

	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_2_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_R_01" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_R_02" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_L_01" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_L_02" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_2_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_R_moving" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_L_moving" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "humanoid_01_battleship_stern_M2_entity"
	pdxmesh = "humanoid_01_battleship_stern_M2_mesh"

	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

#entity = {
#	name = "humanoid_01_battleship_stern_M1S2_entity"
#	pdxmesh = "mammalian_01_battleship_stern_M1S2_mesh"
#
#	default_state = idle
#	state = { name = "idle" state_time = 5
#		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#	}
#	state = { name = "moving" state_time = 5
#		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
#
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#	}
#	state = { name = "death" state_time = 5 }
#}

#entity = {
#	name = "humanoid_01_battleship_stern_S4_entity"
#	pdxmesh = "mammalian_01_battleship_stern_S4_mesh"
#
#	default_state = idle
#	state = { name = "idle" state_time = 5
#		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#	}
#	state = { name = "moving" state_time = 5
#		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
#
#		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
#	}
#	state = { name = "death" state_time = 5 }
#}

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

entity = {
	name = "humanoid_01_bomber_entity"
	pdxmesh = "humanoid_01_bomber_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "humanoid_01_droppod_entity"
	pdxmesh = "humanoid_01_droppod_mesh"
	scale = 0.85

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "humanoid_01_fighter_entity"
	pdxmesh = "humanoid_01_fighter_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

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

entity = {
 name = "humanoid_01_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" }
	}

	scale = 1.0

	game_data = {
		size = @constructor_scale
		emissive_recolor_crunch = 5.0
	}
}


entity = {
	name = "humanoid_01_construction_ship_entity"
	pdxmesh = "humanoid_01_construction_ship_mesh"

	default_state = "idle"
	state = { name = "idle" 						animation = "idle"
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_construction_ship_hum" } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		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 = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_5_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_5_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = moving_out_construction } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		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 = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "construction_progress_loop" } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "bot_1_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "working_looping"				animation = "working_looping"
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "construction_progress_loop" } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }

		# Bot 1 welding
		event = { time = 0 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 6.5 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 14.16 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 24.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 33.1 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 38.2 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 2 welding
		event = { time = 0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 5.33 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 14.03 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 22.43 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 30.6 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 36.53 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 3 welding
		event = { time = 3.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 10.4 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 24.73 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 31.5 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 38.36 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 4 welding
		event = { time = 0 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 5.26 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 11.53 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 18.36 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.43 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 34.16 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		event = { time = 0 node = "bot_1_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "generic_025_exhaust_circle_long_moving" 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 = 2.9 node = "construction_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.7 node = "construction_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { root = "humanoid_01_construction_forcefield_entity" }

	#game_data = {
	#	trail_locators = {
	#		"engine_medium_01" = 		{ width = 15 	lenght = @large_trail_L   height = 40 	}
	#		"engine_medium_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
	#		"engine_medium_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
	#		"engine_medium_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 15 	}
	#	}
	#}

}


	#	entity = {
	#	 name = "humanoid_01_construction_entity"
	#		pdxmesh = "molluscoid_01_corvette_frame_mesh"
	#		scale = @constructor_scale
	#
	#		default_state = idle
	#		state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	#		state = { name = "moving"	animation = "idle" animation_blend_time = 2
	#		event = { trigger_once = yes sound = { soundeffect = moving_out_construction } }
	#		}
	#		state = { name = "working"	animation = "idle"
	#		}
	#	}


entity = {
 name = "humanoid_01_construction_forcefield_entity"
	pdxmesh = "humanoid_01_construction_forcefield_mesh"

	game_data = {
		uv_animation_speed   = -0.05
		uv_animation_direction  = { 1.0 0.0 }
		emissive_recolor_crunch = 50.0
	}
}




entity = {
	name = "humanoid_01_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"
	#locator = { name = "part1" 		position = { 0  0  0 } }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_player_ship_explosion_particle" }
	}
   	game_data = {
		size = @colonizer_scale
		emissive_recolor_crunch = 5.0
	}
}

entity = { name = "humanoid_01_sponsored_colonizer_entity" clone = "humanoid_01_colonizer_entity" }
entity = { name = "humanoid_01_guided_sapience_colonizer_entity" clone = "humanoid_01_colonizer_entity" }

		entity = {
			name = "humanoid_01_colony_ship_entity"
			pdxmesh = "humanoid_01_colony_ship_mesh"

			state = { name = "idle" state_time = 5
				event = { time = 0 node = "engine_large_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_02_1" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_02_2" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_03_1" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_03_2" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
				start_event = { trigger_once = yes sound = { soundeffect = "amb_colony_ship_hum" } }

				event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "moving" state_time = 5
				event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_02_1" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_02_2" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_03_1" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "engine_large_03_2" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
				event = { trigger_once = yes sound = { soundeffect = moving_out_colony_ship } }

				event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "death" chance = 1 looping = no state_time = 5

				event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.4 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 1.0 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 2.6 node = "explosion_locator_04" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
				event = { time = 3.9 node = "explosion_locator_05" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			}
			scale = 1.25

			game_data = {
				trail_locators = {
					"engine_large_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 10 	}
					"engine_large_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 10 	}
					"engine_large_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 10 	}
				}
			}
		}

	#entity = {
	# name = "humanoid_01_colony_entity"
	#	pdxmesh = "mammalian_01_colony_mesh"
	#
	#	state = { name = "idle"
			#event = { time = 0 node = "exhaust" particle = "ship_exhaust_idle_small_particle" trigger_once = yes keep_particle = yes }
	#	}
	#	state = { name = "moving"
			#event = { time = 0 node = "exhaust" particle = "ship_exhaust_small_particle" trigger_once = yes keep_particle = yes }
			#event = { time = 0.1 node = "root" particle = "ship_trail_particle" trigger_once = yes keep_particle = yes }
	#
	#	}
	#	state = { name = "warp_out"
	#		event = { time = 0 node = "root" particle = "warp_out_particle" trigger_once = yes keep_particle = yes }
	#	}
	#}

entity = {
 name = "humanoid_01_science_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
	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" }
	}

	game_data = {
		emissive_recolor_crunch = 5.0
	}

}

entity = {
	name = "humanoid_01_science_ship_entity"
	pdxmesh = "humanoid_01_science_ship_mesh"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "engine_small_01" particle = "generic_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_02" particle = "generic_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_03" particle = "generic_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_04" particle = "generic_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_05" particle = "generic_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_science_ship_hum" } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "engine_small_01" particle = "generic_1_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_02" particle = "generic_05_exhaust_line_wide_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_03" particle = "generic_05_exhaust_line_wide_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_04_moving" particle = "generic_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "engine_small_05_moving" particle = "generic_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = moving_out_science } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" chance = 1 looping = no state_time = 5

		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator_04" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator_05" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

	}
	scale = 1.0

	game_data = {
		trail_locators = {
			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}

	attach = { root = "humanoid_01_science_ship_sphere_entity" }
}

entity = {
	name = "humanoid_01_science_ship_sphere_entity"
	pdxmesh = "humanoid_01_science_ship_sphere_mesh"

	get_state_from_parent = no

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
}



entity = {
 name = "humanoid_01_transport_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
	}
	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" }
	}

	scale = 1.0
	game_data = {
		size = @transport_scale
		emissive_recolor_crunch = 5.0
	}
}

entity = {
 name = "humanoid_01_transport_ship_entity"
	pdxmesh = "humanoid_01_transport_ship_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_transport_ship_hum" } }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_1_25_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "moving_out_transport" } }
	}
	state = { name = "death" chance = 1 looping = no state_time = 5

		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator_04" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator_05" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_large_01_1" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_01_2" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_02_1" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_02_2" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_medium_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_medium_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}
}




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

entity = {
	name = "humanoid_01_orbital_station_entity"
	pdxmesh = "humanoid_01_orbital_station_frame_mesh"
	cull_radius = 1.0

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

	state = { name = "death" state_time = 5 looping = no
		event = { time = 4.9 particle = "large_player_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	game_data = {
		size = @orbital_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_orbital_station_assemblyyard_section_entity"
	pdxmesh = "humanoid_01_orbital_station_assemblyyard_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_orbital_station_hangarbay_section_entity"
	pdxmesh = "humanoid_01_orbital_station_hangarbay_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.1 node = "light_locator_02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "light_locator_03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.3 node = "light_locator_04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.1 node = "light_locator_06" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "light_locator_07" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.3 node = "light_locator_08" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_orbital_station_refinery_section_entity"
	pdxmesh = "humanoid_01_orbital_station_refinery_section_mesh"
	scale = 1.0
}

entity = {
	name = "humanoid_01_orbital_station_science_section_entity"
	pdxmesh = "humanoid_01_orbital_station_science_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.0
}

entity = {
	name = "humanoid_01_orbital_station_hydroponics_section_entity"
	pdxmesh = "humanoid_01_orbital_station_hydroponics_section_mesh"
}

entity = {
	name = "humanoid_01_habitat_phase_01_entity"
	pdxmesh = "humanoid_01_orbital_station_frame_mesh"

	attach = { "part1" 		 		= "humanoid_01_habitat_phase_01_core_entity" }

	scale = 1.5

	default_state = "habitat_idle"
	state = { name = "habitat_idle" looping = yes }
	state = { name = "construction" looping = yes }

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}

	meshsettings = {
		shader = "PdxMeshTerra"
	}
}

entity = {
	name = "humanoid_01_habitat_phase_01_core_entity"
	pdxmesh = "humanoid_01_orbital_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" stop_on_state_change = yes } }
			event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		}
		state = { name = "death" state_time = 5 looping = no
			event = { time = 0.0 node = "explosion_locator_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_locator_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_locator_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 2.0 node = "explosion_locator_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 3.0 node = "explosion_locator_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 4.0 node = "explosion_locator_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		}
		state = { name = "construction" state_time = 5 }
		state = { name = "habitat_idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "habitat_station_hum" } }
			event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		}
	locator = { name = "large_gun_01" 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 } }
	locator = { name = "medium_gun_01" position = { 0 0 0 } }
	locator = { name = "medium_gun_02" position = { 0 0 0 } }

	scale = 1.0

}

entity = {
	name = "humanoid_01_habitat_phase_02_entity"
	pdxmesh = "humanoid_01_orbital_station_frame_mesh"

	attach = { "part1" 		 		= "humanoid_01_habitat_phase_01_core_entity" }
	attach = { "part2" 		 		= "humanoid_01_habitat_phase_02_section_entity" }
	attach = { "part3" 		 		= "humanoid_01_habitat_phase_02_section_entity" }
	attach = { "part4" 		 		= "humanoid_01_habitat_phase_02_section_entity" }
	attach = { "part5" 		 		= "humanoid_01_habitat_phase_02_section_entity" }
	attach = { "part6" 		 		= "humanoid_01_habitat_phase_02_section_entity" }
	attach = { "part7" 		 		= "humanoid_01_habitat_phase_02_section_entity" }

	scale = 1.5

	default_state = "habitat_idle"
	state = { name = "habitat_idle" looping = yes }
	state = { name = "construction" looping = yes }

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_habitat_phase_02_section_entity"
	pdxmesh = "humanoid_01_orbital_station_habitat_section_mesh"
}

entity = {
	name = "humanoid_01_habitat_phase_03_entity"
	locator = { name = part1 }
	locator = { name = explosion_effect position = { 0 7 0 } }

	scale = 1.5

	default_state = "habitat_idle"
	state = { name = "habitat_idle" state_time = 5 }
	state = { name = "construction" state_time = 5 }

	state = { name = "death" state_time = 5 looping = no
		event = { time = 4.9 node = "explosion_effect" particle = "large_player_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}

	attach = { name = "station" part1 = "humanoid_01_habitat_phase_03_section_entity" }
}

entity = {
	name = "humanoid_01_habitat_phase_03_section_entity"
	pdxmesh = "humanoid_01_upgraded_orbital_habitat_mesh"

	default_state = "habitat_idle"
	state = { name = "habitat_idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "habitat_station_hum" } }
		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

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

	state = { name = "death" state_time = 5 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.2 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.2 node = "explosion_locator_05" particle = "ship_explosion_particle" 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 } }
}


entity = {
	name = "humanoid_01_mining_station_entity"
	pdxmesh = "humanoid_01_mining_station_frame_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 3.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.5
	game_data = {
		size = @mining_station
		emissive_recolor_crunch = 5.0
	}

	#attach = { part1 = "humanoid_01_mining_station_section_entity" }
}

entity = {
	name = "humanoid_01_mining_station_section_entity"
	pdxmesh = "humanoid_01_mining_station_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_mining_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

	}

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

}

entity = {
	name = "humanoid_01_terraform_station_entity"
	pdxmesh = "mammalian_01_terraforming_station_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_terraforming_station_idle_hum" } }
		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }

	}

	state = { name = "death" state_time = 5 looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "light_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "light_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "light_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "light_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "light_locator_06" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.5

	game_data = {
		size = @terraforming_station
		emissive_recolor_crunch = 5.0
	}

	attach = { root = "terraforming_effect_entity" }
}

entity = {
	name = "humanoid_01_research_station_entity"
	pdxmesh = "humanoid_01_research_station_frame_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 3.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	scale = 1.4

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	#attach = { part1 = "humanoid_01_research_station_section_entity" }
}

entity = {
	name = "humanoid_01_research_station_section_entity"
	pdxmesh = "humanoid_01_research_station_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_research_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.5 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

	}
}


entity = {
	name = "humanoid_01_wormhole_station_entity"
	pdxmesh = "humanoid_01_research_station_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_research_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.5 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 3.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	scale = 1.4

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_observation_station_entity"
	pdxmesh = "humanoid_01_research_station_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_research_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.5 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 3.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	scale = 1.4

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}











#	entity = {
#		name = "humanoid_01_military_station_entity"
#		locator = { name = "part1" 		position = { 0  0 	0 	} }
#		scale = 1.0
#	}

entity = {
	name = "humanoid_01_military_station_large_entity"
	pdxmesh = "humanoid_01_military_station_large_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.3 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.0 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.4 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_06" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.2 node = "explosion_locator_07" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.6 node = "explosion_locator_08" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "large_player_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.2
	game_data = {
		size = @military_station_large
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_military_station_medium_entity"
	pdxmesh = "humanoid_01_military_station_medium_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 4 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.3 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.7 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.7 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.6 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 3.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_military_station_small_entity"
	pdxmesh = "humanoid_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }

		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 1.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_military_station_section_heavy_entity"
	pdxmesh = "humanoid_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "humanoid_01_military_station_section_medium_entity"
	pdxmesh = "humanoid_01_military_station_section_medium_mesh"
	scale = 1.0
}

entity = {
	name = "humanoid_01_military_station_section_light_entity"
	pdxmesh = "humanoid_01_military_station_section_light_mesh"
	scale = 1.0
}

entity = {
	name = "humanoid_01_military_station_section_hangar_entity"
	pdxmesh = "humanoid_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "humanoid_01_wormhole_main_entity"
	pdxmesh = "blue_white_star_icon_mesh"
	scale = 10.0
}

entity = {
	name = "humanoid_01_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 5
		#start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 1.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "humanoid_01_outpost_station_section_entity"
	pdxmesh = "humanoid_01_military_station_medium_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_outpost_station_idle" } }
		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "light_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

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

entity = {
	name = "humanoid_01_outpost_station_construction_entity"
	pdxmesh = "humanoid_01_military_station_medium_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	scale = 1.2

}

entity = {
	name = "humanoid_01_military_station_small_construction_entity"
	pdxmesh = "humanoid_01_military_station_small_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part2	= "humanoid_01_military_station_section_heavy_entity" }

	scale = 1.2

}
entity = {
	name = "humanoid_01_military_station_medium_construction_entity"
	pdxmesh = "humanoid_01_military_station_medium_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part2	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part3	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part4	= "humanoid_01_military_station_section_heavy_entity" }
	scale = 1.2
}
entity = {
	name = "humanoid_01_military_station_large_construction_entity"
	pdxmesh = "humanoid_01_military_station_large_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part2	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part3	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part4	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part5	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part6	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part7	= "humanoid_01_military_station_section_heavy_entity" }
	attach = { part8	= "humanoid_01_military_station_section_heavy_entity" }
	scale = 1.2
}
entity = {
	name = "humanoid_01_orbital_station_construction_entity"
	pdxmesh = "humanoid_01_orbital_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
}
entity = {
	name = "humanoid_01_mining_station_construction_entity"
	pdxmesh = "humanoid_01_mining_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.5
}
entity = {
	name = "humanoid_01_research_station_construction_entity"
	pdxmesh = "humanoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "humanoid_01_wormhole_station_construction_entity"
	pdxmesh = "humanoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
		event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "humanoid_01_terraform_station_construction_entity"
	pdxmesh = "humanoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.5
}
entity = {
	name = "humanoid_01_observation_station_construction_entity"
	pdxmesh = "humanoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
		event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
