@destroyer_scale = 10
@corvette_scale = 6.2
@cruiser_scale = 15
@battleship_scale = 22.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 13.0
@science_scale = 12.5
@constructor_scale = 12.0
@military_station_large = 25.0
@orbital_station = 17
@research_station = 13
@mining_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

@flowmap_speed = 0.12
@flowmap_intensity =  0.21	

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



######## Transport Ship ###########

entity = {
 name = "infernal_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 = 4.28 node = "ship_main" particle = "infernal_01_ship_explosion_80_effect" }
		event = { time = 4.58 node = "ship_main" sound = { soundeffect = ship_destroyed} }
	}

	scale = 1.0
	game_data = {
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
		
		size = @transport_scale
		emissive_recolor_crunch = 5.0
	}
}

entity = {
 name = "infernal_01_transport_ship_entity"
	pdxmesh = "infernal_01_transport_ship_mesh"
	
	locator = { name = engine_custom_01 position = {1.53 -0.16 10.21} rotation = {190.92 0 0}}
	locator = { name = engine_custom_02 position = {-1.53 -0.16 10.21} rotation = {169.08 0 0}}
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_oblong_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_oblong_idle_10_effect" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		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 }
		event = { time = 0 node = "light_locator_06" 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_custom_01" particle = "infernal_01_ship_exhaust_oblong_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_oblong_move_10_effect" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		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 }
		event = { time = 0 node = "light_locator_06" 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 = 0.25 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no sound = { soundeffect = ship_destroyed }}
		event = { time = 1.4 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no sound = { soundeffect = ship_destroyed }}
		event = { time = 0.1 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_10_effect" keep_particle = no sound = { soundeffect = ship_destroyed }}
		event = { time = 0.58 node = "explosion_locator_02" particle = "infernal_01_ship_burn_long_effect" keep_particle = no sound = { soundeffect = ship_destroyed }}
		event = { time = 0.1 node = "explosion_locator_02" particle = "infernal_01_ship_burn_long_effect" keep_particle = no sound = { soundeffect = ship_destroyed }}
	}

	game_data = {
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	
		trail_locators = {
			"engine_small_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}
}

######## Colony Ship ###########

entity = {
	name = "infernal_01_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"
	locator = { name = volcano_locator position = {0 1.25 -1} }
	
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 
		event = { time = 0 node = "volcano_locator" particle = "infernal_colony_ship_volcano_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 
		event = { time = 0 node = "volcano_locator" particle = "infernal_colony_ship_volcano_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0 node = "volcano_locator" particle = "infernal_colony_ship_volcano_effect" trigger_once = yes keep_particle = yes }
		event = { time = 4.33 node = "ship_main" particle = "infernal_01_ship_explosion_130_effect" }
		event = { time = 4.63 node = "ship_main" sound = { soundeffect = ship_destroyed} }
	}
   	game_data = {
		size = @colonizer_scale
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = { name = "infernal_01_sponsored_colonizer_entity" clone = "infernal_01_colonizer_entity" }
entity = { name = "infernal_01_guided_sapience_colonizer_entity" clone = "infernal_01_colonizer_entity" }

	entity = {
		name = "infernal_01_colony_ship_entity"
		pdxmesh = "infernal_01_colony_ship_mesh"
		
		locator = { name = engine_custom_01 position = {2.19 -1.49 11.83} rotation = {203.4 0 180}}
		locator = { name = engine_custom_02 position = {-2.19 -1.49 11.83} rotation = {156.6 0 0}}
		
		state = { name = "idle" state_time = 5
			event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_colony_idle_13_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_colony_idle_13_effect" 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 }
			event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "moving" state_time = 5
			event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_colony_move_13_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_colony_move_13_effect" 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 }
			event = { time = 0 node = "light_locator_06" 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 = "infernal_01_ship_local_burn_05_effect" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.4 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_10_effect" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.0 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_10_effect" sound = { soundeffect = ship_destroyed } }
			event = { time = 2.4 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_10_effect" sound = { soundeffect = ship_destroyed } }
			event = { time = 3.9 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_05_effect" sound = { soundeffect = ship_destroyed } }
			event = { time = 0.45 node = "explosion_locator_02" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
			event = { time = 0.15 node = "explosion_locator_02" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
			event = { time = 2.4 node = "explosion_locator_04" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
			event = { time = 2.55 node = "explosion_locator_04" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
		}
		scale = 1.25

		game_data = {
			uv_animation_speed 		= @flowmap_speed

			#NOTE: Since the ship makes use of a flowmap, this is a special case
			#where the uv_animation_direction variable is used to determine the flowmap strength
			#instead of an animation direction.
			uv_animation_direction 	= { @flowmap_intensity 0.0 }
			
			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 	}
			}
		}
}

######## Science Ship ###########

entity = {
	name = "infernal_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 = 4.28 node = "ship_main" particle = "infernal_01_ship_explosion_130_effect" }
		   event = { time = 4.58 node = "ship_main" sound = { soundeffect = ship_destroyed} }
	   }

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

entity = {
	name = "infernal_01_science_ship_entity"
		pdxmesh = "infernal_01_science_ship_mesh"
	
		locator = { name = "fire_locator1"	position = { 2 2 2 }}
		locator = { name = "fire_locator2"	position = { -2 -2 -2 }}
		locator = { name = engine_custom_01 position = {0 1.30 5.41} rotation = {180 0 0}}
		locator = { name = engine_custom_02 position = {0 -0.73 4.75} rotation = {180 15 0}}
		locator = { name = engine_custom_03 position = {-1.62 -0.65 4.46} rotation = {157.16 15 0}}
		locator = { name = engine_custom_04 position = {1.62 -0.65 4.46} rotation = {202.84 15 0}}
		
		default_state = "idle"
		state = { name = "idle"  		animation = "idle"

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

			event = { time = 0.0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_oblong_idle_08_effect" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_idle_06_effect" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_custom_03" particle = "infernal_01_ship_exhaust_oblong_idle_06_effect" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_custom_04" particle = "infernal_01_ship_exhaust_oblong_idle_06_effect" keep_particle = yes trigger_once = 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 = { 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" 		animation = "idle"
			event = { time = 0.0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_oblong_move_08_effect" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_move_06_effect" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_custom_03" particle = "infernal_01_ship_exhaust_oblong_move_06_effect" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_custom_04" particle = "infernal_01_ship_exhaust_oblong_move_06_effect" keep_particle = yes trigger_once = yes  }

			event = { trigger_once = yes sound = { soundeffect = aqu_ship_science_ship_move } }

			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" animation = "idle" chance = 1 looping = no state_time = 10

			event = { time = 0.0 node = "fire_locator1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
			event = { time = 0.25 node = "fire_locator1" particle = "infernal_01_ship_local_burn_10_effect" keep_particle = no}
			event = { time = 0.1 node = "fire_locator2" particle = "infernal_01_ship_local_burn_10_effect" keep_particle = no}
			event = { time = 0.58 node = "fire_locator1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		}
	scale = 1.0
	
	locator = { name = hologram_locator position = { 0 6.75 -4 }}
	locator = { name = light_shaft_locator position = { 0 2.25 -4 }}
	
	attach = { "hologram_locator"		= "infernal_01_science_ship_hologram_entity" }
	attach = { "light_shaft_locator"	= "infernal_01_science_ship_light_shaft_entity" }
	
	game_data = {
		emissive_recolor_crunch = 5.0
		trail_locators = {
			"engine_medium_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
		
		size = @science_scale
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
		
	}
}

entity = {
	name = "infernal_01_science_ship_hologram_entity"
	pdxmesh = "infernal_hologram_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 0.675
		uv_animation_speed 		= -1
		uv_animation_direction 	= { 0.5 0 }

		wpo_animation_speed 		= 0.4
		wpo_animation_direction 	= { 0.5 1.0 }
		wpo_animation_scale 		= 1.0
		wpo_animation_big_scale 	= 0.6
		wpo_animation_offset_strength = 0.55
	}

	scale = 1.25
}

entity = {
	name = "infernal_01_science_ship_light_shaft_entity"
	pdxmesh = "infernal_light_shaft_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 1.6
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 0.1 1 }
	}
}

######## Construction Ship ###########

entity = {
	name = "infernal_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_start" 				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 = 4.33 node = "ship_main" particle = "infernal_01_ship_explosion_80_effect" }
			event = { time = 4.63 node = "ship_main" sound = { soundeffect = ship_destroyed} }
		}

	scale = 1.0

	game_data = {
		size = @constructor_scale
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}


entity = {
	name = "infernal_01_construction_ship_entity"
	pdxmesh = "infernal_01_construction_ship_mesh"
	
	locator = { name = "fire_locator1"	position = { -0.34 0.77 -6.826 }}
	locator = { name = "fire_locator2"	position = { -1.56 0.34 8.35 }}
	
	default_state = "idle"
	state = { name = "idle" 						animation = "idle"
		event = { time = 0 node = "engine_small_01" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "infernal_01_ship_exhaust_idle_10_effect" 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 }
		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 }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" 						animation = "idle"
		event = { time = 0 node = "engine_small_01" particle = "infernal_01_ship_exhaust_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "infernal_01_ship_exhaust_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "infernal_01_ship_exhaust_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "infernal_01_ship_exhaust_move_10_effect" 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 }
		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 }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "working_start"				animation = "working_start"	looping = no	next_state = working_looping
		event = { time = 0 node = "engine_small_01" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "infernal_01_ship_exhaust_idle_10_effect" 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 = "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 }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0.4 node = "bot_1_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.53 node = "bot_2_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 node = "bot_3_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.46 node = "bot_4_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
	 
		event = { time = 4 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }

		event = { time = 4.16 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "working_looping"				animation = "working_looping"
		#event = { time = 0 node = "bot_1"	entity = scan_detail_entity life = 2 }
		#event = { time = 20 node = "bot_1"	entity = scan_detail_entity life = 2 }

		event = { time = 0 node = "engine_small_01" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "infernal_01_ship_exhaust_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "infernal_01_ship_exhaust_idle_10_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 }
		event = { time = 5.83 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 11.9 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 18.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 23.93 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 30.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 35.8 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 = 1.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 7.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 13.8 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 20.06 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.96 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 32.0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 3 welding
		#event = { time = 0 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 4.7 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 10.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 16.83 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 23.03 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 29.66 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 35.06 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 = 3.5 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 8.06 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 13.83 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 19.93 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.76 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 31.3 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 37.36 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 = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "infernal_01_ship_exhaust_reverse_move_04_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death"							animation = "idle" looping = no
		event = { time = 0.0 node = "fire_locator1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 0.5 node = "fire_locator1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 0.0 node = "fire_locator1" particle = "infernal_01_ship_local_burn_10_effect" keep_particle = no}
		event = { time = 1.4 node = "fire_locator2" particle = "infernal_01_ship_local_burn_10_effect" keep_particle = no}
		event = { time = 1.4 node = "fire_locator2" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
		event = { time = 1.6 node = "fire_locator2" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
	}


	game_data = {
		size = @constructor_scale
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

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

######## Corvette ###########

entity = {
	name = "infernal_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 = "aqu_ship_corvette_01_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = aqu_ship_corvette_01_move } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.0 node = "part1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 4.25 node = "part1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 0.58 node = "part1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 4.7 node = "part1" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 8.58 node = "part1" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
		event = { time = 8.7 node = "part1" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
		
		event = { time = 10.53 node = "part1" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 10.83 node = "part1" sound = { soundeffect = ship_destroyed} }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.0 node = "ship_main" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 4.25 node = "ship_main" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 0.58 node = "ship_main" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 4.7 node = "ship_main" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		
		event = { time = 8.6 node = "ship_main" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 8.9 node = "ship_main" sound = { soundeffect = ship_destroyed} }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.0 node = "ship_main" particle = "infernal_01_ship_burn_long_effect" keep_particle = no}
		event = { time = 2.5 node = "ship_main" particle = "infernal_01_ship_burn_short_effect" keep_particle = no}
		
		event = { time = 4.33 node = "ship_main" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 4.63 node = "ship_main" sound = { soundeffect = ship_destroyed} }
	}

    scale = 1.0
	game_data = {
		size = @corvette_scale
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

}

entity = {
	name = "infernal_01_corvette_S3_entity"
	pdxmesh = "infernal_01_corvette_S3_mesh"
	
	locator = { name = engine_custom_01 position = {-1.9 0.54 4.53} rotation = {180 0 0}}
	locator = { name = engine_custom_02 position = {1.9 0.54 4.53} rotation = {180 0 0}}
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_idle_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_idle_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }

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

	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_move_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_move_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		
		event = { trigger_once = yes sound = { soundeffect = tox_ship_corvette_move } }
	}
	state = { name = "death" state_time = 3
		event = { time = 0.0 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no}
		event = { time = 2.2 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no}
		event = { time = 1.5 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no}
	}

	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

}

entity = {
	name = "infernal_01_corvette_M1S1_entity"
	pdxmesh = "infernal_01_corvette_M1S1_mesh"
	
	locator = { name = engine_custom_01 position = {-1.88 0.32 4.36} rotation = {180 57.83 90}}
	locator = { name = engine_custom_02 position = {1.88 0.32 4.36} rotation = {180 57.83 90}}
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_angled_idle_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_angled_idle_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }

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

	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_angled_move_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_angled_move_03_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		
		event = { trigger_once = yes sound = { soundeffect = tox_ship_corvette_move } }
	}
	state = { name = "death" state_time = 3
		event = { time = 0.0 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no}
		event = { time = 2.2 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no}
		event = { time = 1.5 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = no}
	}

	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

}


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

# FRAME

entity = {
	name = "infernal_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 = "infernal_01_ship_burn_long_effect" }
		event = { time = 12.55 node = "part1_locator" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 14.56 node = "part1_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 8.15 node = "part1_locator" particle = "infernal_01_ship_local_burn_10_effect" }

		event = { time = 8.15 node = "part2_locator" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 10.55 node = "part2_locator" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 12.45 node = "part2_locator" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 14.55 node = "part2_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 2.5 node = "part2_locator" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 8.0 node = "ship_main" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 8.3 node = "ship_main" sound = { soundeffect = ship_destroyed} }
		
		event = { time = 18.56 node = "part1" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 18.56 node = "part1" sound = { soundeffect = ship_destroyed} }
		
		event = { time = 18.56 node = "part2" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 18.56 node = "part2" 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 = "infernal_01_ship_burn_long_effect" }
		event = { time = 7.55 node = "part1_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 10.35 node = "part1_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 14.45 node = "part1_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 3.05 node = "part1_locator" particle = "infernal_01_ship_local_burn_10_effect" }

		event = { time = 4.6 node = "part2_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 8.15 node = "part2_locator" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 10.3 node = "part2_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 14.55 node = "part2_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 4.6 node = "part2_locator" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 18.26 node = "part1" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 18.56 node = "part1" sound = { soundeffect = ship_destroyed} }
		
		event = { time = 18.26 node = "part2" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 18.56 node = "part2" sound = { soundeffect = ship_destroyed} }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.0 node = "part2_local_explosion_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 3.5 node = "part2_local_explosion_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 0.0 node = "part2_local_explosion_locator" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 7.63 node = "part2_explosion_locator" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 7.93 node = "part2_explosion_locator" sound = { soundeffect = ship_destroyed} }
		
		event = { time = 7.93 node = "part1_locator" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 10.85 node = "part1_locator" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 7.93 node = "part1_locator" particle = "infernal_01_ship_local_burn_10_effect" }
		
		event = { time = 12.53 node = "part1" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 12.83 node = "part1" sound = { soundeffect = ship_destroyed} }
	}

    scale = 1.0

	game_data = {
		size = @destroyer_scale
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}


# BOW

entity = {
	name = "infernal_01_destroyer_bow_L1_entity"
	pdxmesh = "infernal_01_destroyer_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	
	game_data = {
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_destroyer_bow_M1S2_entity"
	pdxmesh = "infernal_01_destroyer_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	
	game_data = {
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_destroyer_bow_S3_entity"
	pdxmesh = "infernal_01_destroyer_bow_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	
	game_data = {
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

# STERN

entity = {
	name = "infernal_01_destroyer_stern_S2_entity"
	pdxmesh = "infernal_01_destroyer_stern_S2_mesh"
	
	locator = { name = engine_custom_01 position = {-1.81 0.54 3.65} rotation = {180 57.83 90}}
	locator = { name = engine_custom_02 position = {1.81 0.54 3.65} rotation = {180 57.83 90}}
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_angled_idle_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_angled_idle_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_angled_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_angled_move_04_effect" trigger_once = yes keep_particle = yes }		
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	
	game_data = {
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_destroyer_stern_M1_entity"
	pdxmesh = "infernal_01_destroyer_stern_M1_mesh"
	
	locator = { name = engine_custom_01 position = {2.64 1.57 3.87} rotation = {180 0 0}}
	locator = { name = engine_custom_02 position = {-2.64 1.57 3.87} rotation = {180 0 0}}
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_idle_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_idle_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_move_04_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	
	game_data = {
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

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

###################            BOMBER            ########################

entity = {
	name = "infernal_01_bomber_entity"
	pdxmesh = "infernal_01_bomber_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

###################            DROP POD            ########################

entity = {
	name = "infernal_01_droppod_entity"
	pdxmesh = "infernal_01_droppod_mesh"
	scale = 0.85

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

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


######## XL Turret ###########

entity = {
	name = "infernal_01_turret_xl_entity"
	pdxmesh = "infernal_01_turret_xl_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}


######## Turrets ###########

entity = {
	name = "infernal_01_turret_projectile_large_entity"
	pdxmesh = "infernal_01_turret_projectile_large_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_projectile_medium_entity"
	pdxmesh = "infernal_01_turret_projectile_medium_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_projectile_small_entity"
	pdxmesh = "infernal_01_turret_projectile_small_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_energy_torpedo_entity"
	pdxmesh = "infernal_01_turret_projectile_large_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_torpedo_entity"
	pdxmesh = "infernal_01_turret_missile_medium_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_missile_large_entity"
	pdxmesh = "infernal_01_turret_missile_large_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_missile_medium_entity"
	pdxmesh = "infernal_01_turret_missile_medium_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_missile_small_entity"
	pdxmesh = "infernal_01_turret_missile_small_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_large_kinetic_gun_entity"
	pdxmesh = "infernal_01_turret_projectile_large_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_medium_kinetic_gun_entity"
	pdxmesh = "infernal_01_turret_projectile_medium_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_small_kinetic_gun_entity"
	pdxmesh = "infernal_01_turret_projectile_small_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_turret_point_defence_entity"
	pdxmesh = "infernal_01_turret_point_defence_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_large_laser_gun_entity"
	pdxmesh = "infernal_01_turret_projectile_large_mesh"
	
	scale = 0.85
	
	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	
}

entity = {
	name = "infernal_01_medium_laser_gun_entity"
	pdxmesh = "infernal_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"	}
	
	scale = 0.85
	
	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_small_laser_gun_entity"
	pdxmesh = "infernal_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
	
	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}
	
###################################################################################
###																				###
###									STATIONS									###
###																				###
###################################################################################

###################            RESEARCH STATION           ########################

entity = {
	name = "infernal_01_research_station_entity"
	pdxmesh = "infernal_01_research_station_frame_mesh"

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

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

	state = { name = "death" animation = "death" looping = no
		event = { time = 9.65 node = "explosion_locator_1" particle = "infernal_01_ship_explosion_80_effect" keep_particle = yes trigger_once = yes}
		event = { time = 9.95 node = "explosion_locator_1" sound = { soundeffect = station_explosion_large} }
	}
	scale = 1.4

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 2.0
	}

	#attach = { part1 = "lithoid_01_research_station_section_entity" }
}

entity = {
	name = "infernal_01_research_station_section_entity"
	pdxmesh = "infernal_01_research_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "tox_ship_research_station_idle" } }

		event = { time = 0.0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}
	state = { name = "death" animation = "death" animation_blend_time = 4.0 looping = no
		event = { time = 1.05 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 1.05 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 5.15 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 1.6 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 2.4 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 3.6 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 4.83 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 5.1 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 6.1 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect"}
	}
	
	attach = { "root"		= "infernal_01_research_station_hologram_and_light_entity" }
	
	game_data= {
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_research_station_hologram_and_light_entity"
	pdxmesh = "infernal_01_research_station_frame_mesh"

	locator = { name = hologram_locator position = { 0 17.75 0 }}
	locator = { name = light_shaft_locator position = { 0 11.75 0 }}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
	}
	
	attach = { "hologram_locator"		= "infernal_01_research_station_hologram_entity" }
	attach = { "light_shaft_locator"	= "infernal_01_research_station_light_shaft_entity" }

	scale = 1.0
}

entity = {
	name = "infernal_01_research_station_hologram_entity"
	pdxmesh = "infernal_hologram_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 0.675
		uv_animation_speed 		= -1
		uv_animation_direction 	= { 0.5 0 }

		wpo_animation_speed 		= 0.4
		wpo_animation_direction 	= { 0.5 1.0 }
		wpo_animation_scale 		= 1.0
		wpo_animation_big_scale 	= 0.6
		wpo_animation_offset_strength = 0.55
	}

	scale = 1.8
}

entity = {
	name = "infernal_01_research_station_light_shaft_entity"
	pdxmesh = "infernal_light_shaft_mesh"

	game_data = {
		shader_type = VFX

		bloom_factor			= 1.6
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 0.1 1 }
	}
	
	scale = 1.5
}

###################            MILITARY STATION           ########################

entity = {
	name = "infernal_01_military_station_small_entity"
	pdxmesh = "infernal_01_military_station_small_mesh"

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

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

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.4 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 0.9 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_10_effect" }
		
		event = { time = 1.6 node = "root" particle = "infernal_01_ship_explosion_80_effect" keep_particle = yes trigger_once = yes}
		event = { time = 1.9 node = "root" sound = { soundeffect = station_explosion_large} }
	}

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

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_military_station_section_heavy_entity"
	pdxmesh = "infernal_01_military_station_section_heavy_mesh"
	scale = 1.0


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

	#	event = { time = 0.0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.4 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_05_effect" }
	}

	game_data = {
		size = @military_station_large
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_military_station_section_medium_entity"
	pdxmesh = "infernal_01_military_station_section_medium_mesh"
	scale = 1.0

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

	#	event = { time = 0.0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.4 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_05_effect" }
	}

	game_data = {
		size = @military_station_large
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_military_station_section_light_entity"
	pdxmesh = "infernal_01_military_station_section_light_mesh"
	scale = 1.0

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

	#	event = { time = 0.0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.8 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" }
	}

	game_data = {
		size = @military_station_large
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_military_station_section_hangar_entity"
	pdxmesh = "infernal_01_military_station_section_hangar_mesh"
	scale = 1.0

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

	#	event = { time = 0.0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.1 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_05_effect" }
	}

	game_data = {
		size = @military_station_large
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

###################            MINING STATION           ########################

entity = {
	name = "infernal_01_mining_station_entity"
	pdxmesh = "infernal_01_mining_station_frame_mesh"

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

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
	}

	state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no
		event = { time = 11.2 node = "root" particle = "infernal_01_ship_explosion_80_effect" keep_particle = yes trigger_once = yes}
		event = { time = 11.5 node = "root" sound = { soundeffect = station_explosion_large} }
	}

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

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_mining_station_section_entity"
	pdxmesh = "infernal_01_mining_station_mesh"


	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25

		start_event = { trigger_once = yes sound = { soundeffect = "aqu_ship_mining_station_idle" } }
		event = { time = 0.0 node = "effect_locator_01" particle = "aquatic_01_mining_smoke_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_01" particle = "aquatic_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "aquatic_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "aquatic_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "aquatic_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "aquatic_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no

		event = { time = 0.0 node = "effect_locator_01" particle = "infernal_01_ship_local_burn_05_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_01" particle = "aquatic_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.0 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 4.0 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 8.2 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 8.2 node = "explosion_locator_03" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 1.8 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_05_effect" }
	}
	scale = 1.5
	game_data = {
		size = @mining_station
		emissive_recolor_crunch = 5.0

		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

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

# FRAME
entity = {
	name = "infernal_01_battleship_entity"
	pdxmesh = "infernal_01_battleship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0
		start_event = { trigger_once = yes sound = { soundeffect = "aqu_ship_battleship_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0
		event = { trigger_once = yes sound = { soundeffect = "aqu_ship_battleship_move" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.26 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 0.26 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 5.26 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		
		event = { time = 4.26 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 11.63 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_10_effect"  }
		event = { time = 11 node = "explosion_locator_03" particle = "infernal_01_ship_burn_long_effect" }
		
		event = { time = 8.26 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 8.26 node = "explosion_locator_04" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 12.26 node = "explosion_locator_04" particle = "infernal_01_ship_burn_short_effect" }
		
		event = { time = 4.3 node = "explosion_locator_07" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 15.1 node = "part2" particle = "infernal_01_ship_explosion_130_effect" }
		event = { time = 15.4 node = "part2" sound = { soundeffect = ship_destroyed} }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 2.56 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 7.00 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 0 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 0 node = "explosion_locator_05" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 4.5 node = "explosion_locator_05" particle = "infernal_01_ship_burn_long_effect" }
		
		event = { time = 5.3 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 5.3 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 9.3 node = "explosion_locator_06" particle = "infernal_01_ship_burn_short_effect" }
		
		event = { time = 3.3 node = "explosion_locator_08" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 7.45 node = "explosion_locator_02" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 7.45 node = "explosion_locator_04" particle = "infernal_01_ship_explosion_30_effect"}
		event = { time = 7.75 node = "part2" sound = { soundeffect = ship_destroyed} }
		
		event = { time = 11.5 node = "part1" particle = "infernal_01_ship_explosion_80_effect"}
		event = { time = 11.5 node = "part2" particle = "infernal_01_ship_explosion_80_effect"}
		event = { time = 11.5 node = "explosion_locator_01" particle = "infernal_01_ship_explosion_80_effect"}
		event = { time = 11.8 node = "part2" sound = { soundeffect = ship_destroyed} }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 13 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 1.7 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 0 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 0.26 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 4.26 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 8.26 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 12.26 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 16.26 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 20.26 node = "explosion_locator_06" particle = "infernal_01_ship_burn_short_effect" }

		event = { time = 17.2 node = "explosion_locator_07" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 17.26 node = "explosion_locator_07" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 21.26 node = "explosion_locator_07" particle = "infernal_01_ship_burn_short_effect" }

		event = { time = 15.3 node = "explosion_locator_08" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 23.45 node = "part2" particle = "infernal_01_ship_explosion_130_effect"}
		event = { time = 23.75 node = "part2" sound = { soundeffect = ship_destroyed} }
	}

	scale = 1.0

	game_data = {
		size = @battleship_scale
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

# BOW
entity = {
	name = "infernal_01_battleship_bow_L1M1S2_entity"
	pdxmesh = "infernal_01_battleship_bow_L1M1S2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_battleship_bow_L2_entity"
	pdxmesh = "infernal_01_battleship_bow_L2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

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

	state = { name = "death" state_time = 5 }
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_battleship_bow_M1S2SHB_entity"
	pdxmesh = "infernal_01_battleship_bow_M1S2SHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }	
	}

	state = { name = "death" state_time = 5 }
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_02"
		rotation = { -90 0 0 }
	}
}

entity = {
	name = "infernal_01_battleship_bow_XL1_entity"
	pdxmesh = "infernal_01_battleship_bow_XL1_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	game_data = {
		uv_animation_speed  = @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

#MID

entity = {
	name = "infernal_01_battleship_mid_L2M2_entity"
	pdxmesh = "infernal_01_battleship_mid_L2M2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_battleship_mid_L3_entity"
	pdxmesh = "infernal_01_battleship_mid_L3_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_battleship_mid_M4SHB_entity"
	pdxmesh = "infernal_01_battleship_mid_M4SHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

		#TEMP LOCATOR REPLACE IN SCENE
		locator = {
			name = "strike_craft_locator_01"
			rotation = { -90 0 0 }
		}
		#TEMP LOCATOR REPLACE IN SCENE
		locator = {
			name = "strike_craft_locator_02"
			rotation = { -90 0 0 }
		}
}

entity = {
	name = "infernal_01_battleship_mid_S4LHB_entity"
	pdxmesh = "infernal_01_battleship_mid_S4LHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	
	game_data = {
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

#		#TEMP LOCATOR REPLACE IN SCENE
		locator = {
			name = "strike_craft_locator_01"
			rotation = { -90 0 0 }
		}
#		#TEMP LOCATOR REPLACE IN SCENE
		locator = {
			name = "strike_craft_locator_02"
			rotation = { -90 0 0 }

		}

}

# STERN

entity = {
	name = "infernal_01_battleship_stern_L1_entity"
	pdxmesh = "infernal_01_battleship_stern_L1_mesh"

	locator = { name = engine_custom_01 position = {0 -0.18 25.87} rotation = {180 0 0}}
	locator = { name = engine_custom_02 position = {3.46 1.75 32.14} rotation = {180 0 0}}
	locator = { name = engine_custom_03 position = {-3.46 1.75 32.14} rotation = {180 0 0}}
	locator = { name = engine_custom_04 position = {1.10 -1.66 25.36} rotation = {180 0 0}}
	locator = { name = engine_custom_05 position = {-1.10 -1.66 25.36} rotation = {180 0 0}}

	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_03" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_custom_04" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_05" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_03" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_custom_04" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_05" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_large_01" =  { width = @large_trail_W 	lenght = @large_trail_L }
			"engine_large_02" =  { width = @large_trail_W 	lenght = @large_trail_L }
			"engine_large_03" =  { width = @large_trail_W 	lenght = @large_trail_L }
			"engine_medium_01" = { width = @medium_trail_W 	lenght = @medium_trail_L }
			"engine_medium_02" = { width = @medium_trail_W 	lenght = @medium_trail_L }
		}
		uv_animation_speed = @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_battleship_stern_M2_entity"
	pdxmesh = "infernal_01_battleship_stern_M2_mesh"
	
	locator = { name = engine_custom_01 position = {0 -0.45 28.34} rotation = {180 0 0}}
	locator = { name = engine_custom_02 position = {3.51 1.18 30.71} rotation = {180 0 0}}
	locator = { name = engine_custom_03 position = {-3.51 1.18 30.71} rotation = {180 0 0}}
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_idle_20_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_idle_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_03" particle = "infernal_01_ship_exhaust_covered_idle_10_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_covered_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_covered_move_10_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_custom_03" particle = "infernal_01_ship_exhaust_covered_move_10_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_large_01" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_large_02" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_large_03" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
		}
		uv_animation_speed 	= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

}

############ Cruiser #############

#FRAME
entity = {
	name = "infernal_01_cruiser_entity"
	pdxmesh = "infernal_01_cruiser_frame_mesh"

	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 = 1.4 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 1.4 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 4.7 node = "explosion_locator_01" particle = "infernal_01_ship_burn_short_effect" }
		
		event = { time = 2.7 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 2.3 node = "explosion_locator_03" particle = "infernal_01_ship_burn_long_effect" }
		
		event = { time = 1.2 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 4.3 node = "explosion_locator_07" particle = "infernal_01_ship_local_burn_05_effect" }

		event = { time = 6.25 node = "root" particle = "infernal_01_ship_explosion_80_effect" }
		event = { time = 6.55 node = "root" sound = { soundeffect = ship_destroyed} }
	}

	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 7.8 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 2.2 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 2.2 node = "explosion_locator_05" particle = "infernal_01_ship_burn_long_effect" }
		
		event = { time = 4.4 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 4.8 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }

		event = { time = 5.5 node = "part1" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 5.5 node = "part1" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 5.5 node = "part1" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 5.8 node = "part1" sound = { soundeffect = "ship_explosion" } }

		event = { time = 9.7 node = "part1" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 9.7 node = "part2" particle = "infernal_01_ship_explosion_80_effect" }
		event = { time = 10 node = "part2" sound = { soundeffect = "ship_destroyed" } }
	}

	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 2.3 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 7.3 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_10_effect" }
		
		event = { time = 3.3 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 3 node = "explosion_locator_04" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 6.2 node = "explosion_locator_04" particle = "infernal_01_ship_burn_short_effect" }

		event = { time = 4.75 node = "explosion_locator_06" particle = "infernal_01_ship_explosion_30_effect" }
		event = { time = 5.05 node = "explosion_locator_06" sound = { soundeffect = "ship_explosion" } }
		event = { time = 4.75 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 4.75 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }

		event = { time = 9.7 node = "part2" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 9.7 node = "explosion_locator_05" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 10 node = "part2" sound = { soundeffect = ship_destroyed} }
	}

	scale = 1.0

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

}

# BOW
entity = {
	name = "infernal_01_cruiser_bow_L1_entity"
	pdxmesh = "infernal_01_cruiser_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_cruiser_bow_M1S2_entity"
	pdxmesh = "infernal_01_cruiser_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_cruiser_bow_M2_entity"
	pdxmesh = "infernal_01_cruiser_bow_M2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

# MID
entity = {
	name = "infernal_01_cruiser_mid_S2HB_entity"
	pdxmesh = "infernal_01_cruiser_mid_S2HB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

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

entity = {
	name = "infernal_01_cruiser_mid_L1M1_entity"
	pdxmesh = "infernal_01_cruiser_mid_L1M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_cruiser_mid_M3_entity"
	pdxmesh = "infernal_01_cruiser_mid_M3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_cruiser_mid_M2S2_entity"
	pdxmesh = "infernal_01_cruiser_mid_M2S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

# STERN
entity = {
	name = "infernal_01_cruiser_stern_M1_entity"
	pdxmesh = "infernal_01_cruiser_stern_M1_mesh"

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

		event = { time = 0 node = "engine_large_01" particle = "infernal_01_ship_exhaust_idle_16_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		
		event = { time = 0 node = "engine_large_01" particle = "infernal_01_ship_exhaust_covered_move_07_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = 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   	}
		}

			uv_animation_speed 		= @flowmap_speed
			uv_animation_direction 	= { @flowmap_intensity 0.0 }
		}
	}


entity = {
	name = "infernal_01_cruiser_stern_S2_entity"
	pdxmesh = "infernal_01_cruiser_stern_S2_mesh"

	

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

		event = { time = 0 node = "engine_large_01" particle = "infernal_01_ship_exhaust_idle_16_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "infernal_01_ship_exhaust_covered_idle_06_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
	
		event = { time = 0 node = "engine_large_01" particle = "infernal_01_ship_exhaust_covered_move_07_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "infernal_01_ship_exhaust_covered_move_06_effect" trigger_once = yes keep_particle = yes }


		event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_red_effect" keep_particle = yes trigger_once = 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   	}
		}

		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

###################            STARBASE MODULES          ########################

entity = {
	name = "infernal_01_orbital_station_assemblyyard_section_entity"
	pdxmesh = "infernal_01_starbase_assemblyyard_section_mesh"
	
	locator = { name = "root" position = { 0 0 0 } }

	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

	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 }
			event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
}

entity = {
	name = "infernal_01_orbital_station_hangarbay_section_entity"
	pdxmesh = "infernal_01_starbase_hangarbay_section_mesh"
	
	locator = { name = "root" position = { 0 0 0 } }

	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

	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 }
			event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_07" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_08" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
}

entity = {
	name = "infernal_01_orbital_station_refinery_section_entity"
	pdxmesh = "infernal_01_starbase_refinery_section_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0
	
		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 }
	}
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_orbital_station_science_section_entity"
	pdxmesh = "infernal_01_starbase_science_section_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0
	
		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 }
	}
	
	locator = { name = hologram_locator position = { 0 5.0 -7.3 }}
	locator = { name = light_shaft_locator position = { 0 0.5 -7.3 }}
	
	attach = { "hologram_locator"		= "infernal_01_science_ship_hologram_entity" }
	attach = { "light_shaft_locator"	= "infernal_01_science_ship_light_shaft_entity" }
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

##################         	 HABITAT           ########################

entity = {
	name = "infernal_01_habitat_phase_01_entity"
	pdxmesh = "infernal_01_habitat_level_1_frame_mesh"

	attach = { "part1" 		 		= "infernal_01_starbase_outpost_section_entity" }

	scale = 1

	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
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	
	meshsettings = {
		shader = "PdxMeshTerra"
	}
	cull_radius = 6
}

entity = {
	name = "infernal_01_habitat_phase_02_entity"
	pdxmesh = "infernal_01_habitat_level_1_frame_mesh"

	attach = { "part1" 		 		= "infernal_01_starbase_outpost_section_entity" }
	attach = { "part2" 		 		= "infernal_01_habitat_phase_02_section_entity" }

	scale = 1
	
	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
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	cull_radius = 24
}

entity = {
	name = "infernal_01_habitat_phase_02_section_entity"
	pdxmesh = "infernal_01_starbase_habitat_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 }
		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 }
		event = { time = 0.0 node = "light_locator_07" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_08" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_09" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_10" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_11" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_12" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_13" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_14" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_15" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_16" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_17" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_18" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_19" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_20" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_21" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_22" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_23" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }		
		event = { time = 0.0 node = "light_locator_24" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }		
	}
	
	state = { name = "construction" }

	state = { name = "death" looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.2 node = "explosion_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.2 node = "explosion_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}
	game_data = {
		emissive_recolor_crunch = 5.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "infernal_01_habitat_phase_03_entity"
	pdxmesh = "infernal_01_habitat_level_1_frame_mesh"

	attach = { "part1" 		 		= "infernal_01_starbase_outpost_section_entity" }
	attach = { "part2" 		 		= "infernal_01_habitat_phase_02_section_entity" }
	attach = { "part3" 		 		= "infernal_01_habitat_phase_03_section_entity" }	

	scale = 1
	
	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
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	cull_radius = 32
}

entity = {
	name = "infernal_01_habitat_phase_03_section_entity"
	pdxmesh = "infernal_01_habitat_level_3_mesh"

	default_state = "habitat_idle"
	state = { name = "habitat_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 }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_10" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_11" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_12" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_13" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_14" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_15" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_16" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_17" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_18" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_19" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_20" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_21" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_22" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_23" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_24" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "construction" }

	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 } }

	game_data = {
		emissive_recolor_crunch = 5.0
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

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

entity = {
	name = "infernal_01_outpost_station_construction_entity"
	pdxmesh = "infernal_01_military_station_small_mesh"

	scale = 1.2

}

entity = {
	name = "infernal_01_military_station_small_construction_entity"
	pdxmesh = "infernal_01_military_station_small_mesh"

	attach = { part1	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part2	= "infernal_01_military_station_section_heavy_entity" }

	scale = 1.2

}
entity = {
	name = "infernal_01_military_station_medium_construction_entity"
	pdxmesh = "infernal_01_military_station_small_mesh"

	attach = { part1	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part2	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part3	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part4	= "infernal_01_military_station_section_heavy_entity" }
	scale = 1.2
}
entity = {
	name = "infernal_01_military_station_large_construction_entity"
	pdxmesh = "infernal_01_military_station_small_mesh"

	attach = { part1	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part2	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part3	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part4	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part5	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part6	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part7	= "infernal_01_military_station_section_heavy_entity" }
	attach = { part8	= "infernal_01_military_station_section_heavy_entity" }
	scale = 1.2
}
entity = {
	name = "infernal_01_orbital_station_construction_entity"
	pdxmesh = "infernal_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "infernal_01_mining_station_construction_entity"
	pdxmesh = "infernal_01_mining_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	scale = 2.25
}
entity = {
	name = "infernal_01_research_station_construction_entity"
	pdxmesh = "infernal_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "infernal_01_wormhole_station_construction_entity"
	pdxmesh = "infernal_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}

entity = {
	name = "infernal_01_observation_station_construction_entity"
	pdxmesh = "infernal_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}

entity = {
	name = "infernal_01_terraform_station_construction_entity"
	pdxmesh = "infernal_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}

entity = {
	name = "infernal_01_observation_station_entity"
	pdxmesh = "infernal_01_research_station_mesh"
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "tox_ship_research_station_idle" } }

		event = { time = 0.0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}
	state = { name = "death" animation = "death" animation_blend_time = 4.0 looping = no
		event = { time = 1.05 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 1.05 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 5.15 node = "explosion_locator_01" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 1.6 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 2.4 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 3.6 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 4.83 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 5.1 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_05_effect" }
		event = { time = 6.1 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect"}
	}

	attach = { "root"		= "infernal_01_research_station_hologram_and_light_entity" }
	
	scale = 1.4
	
	game_data= {
		size = @research_station
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

### Starfire Cannon - unlocked by Red Giant

entity = {
	name = "starfire_cannon_entity"
	locator = { name = "core" position = { 0 0 0 } }
	locator = { name = "part1" position = { 0 0 0 } }
}
