entity = {
	name = "nemesis_01_juggernaut_entity"
	pdxmesh = "nemesis_01_juggernaut_frame_mesh"
 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
	#	start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 0.25
	#	event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no

		event = { time = 12.8 node = "part1" particle = "nemesis_01_ship_explosion_dreadnought" keep_particle = yes trigger_once = no sound = { soundeffect = ship_destroyed } }
		event = { time = 12.7 node = "explosion_locator_01" particle = "nemesis_01_ship_explosion_15_dreadnought" keep_particle = yes trigger_once = no }
		event = { time = 12.3 node = "explosion_locator_02" particle = "nemesis_01_ship_explosion_15_dreadnought" keep_particle = yes trigger_once = no }
		event = { time = 12.8 node = "part1" entity = "nemesis_01_explosion_swipe_entity" erosion_in = 0.1 life = .2 erosion_out = 0.3 trigger_once = yes }
		}
 
    scale = 1.0
	game_data = {
		size = 35
		emissive_recolor_crunch = 2.0
	}

	#attach = { part1 = "nemesis_01_juggernaut_core_section_entity" }
}

entity = {
	name = "nemesis_01_juggernaut_core_section_entity"
	pdxmesh = "nemesis_01_juggernaut_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"		

	 event = { time = 0 node = "engine_x_large_01" particle = "generic_1_5_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_large_02" particle = "generic_1_5_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

	 event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_02" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_03" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_04" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }


	 event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_05" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_06" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

	 event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

	
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = amb_nemesis_juggernaut_hum } }
		event = { trigger_once = yes sound = { soundeffect = amb_nemesis_juggernaut_hum_treble } }
	}
	state = { name = "moving" animation = "idle"

	 event = { trigger_once = yes sound = { soundeffect = sfx_nemesis_juggernaut_moving_out } }
	 event = { time = 0 node = "engine_x_large_01" particle = "nemesis_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_large_02" particle = "nemesis_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }

	 event = { time = 0 node = "engine_large_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_02" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_03" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_04" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }


	 event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_03" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_04" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_05" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_06" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }

	 event = { time = 0 node = "engine_small_01" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_02" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }

	
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no 
		event = { time = 1.1 node = "explosion_locator_01" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.3 node = "explosion_locator_01" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 1.8 node = "explosion_locator_02" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.0 node = "explosion_locator_02" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 3.1 node = "explosion_locator_03" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.3 node = "explosion_locator_03" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 4.4 node = "explosion_locator_04" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		#event = { time = 4.6 node = "explosion_locator_04" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 4.7 node = "explosion_locator_05" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.9 node = "explosion_locator_05" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 5.2 node = "explosion_locator_06" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.4 node = "explosion_locator_06" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 6.5 node = "explosion_locator_07" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		#event = { time = 6.7 node = "explosion_locator_07" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 6.9 node = "explosion_locator_08" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.1 node = "explosion_locator_08" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 7.7 node = "explosion_locator_09" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 7.9 node = "explosion_locator_09" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 8.9 node = "explosion_locator_10" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		#event = { time = 9.1 node = "explosion_locator_10" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 9.7 node = "explosion_locator_11" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 9.9 node = "explosion_locator_11" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 10.3 node = "explosion_locator_12" particle = "nemesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		#event = { time = 10.5 node = "explosion_locator_12" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }


	}	
	
	#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   	}
	#	}
	#}
}

# ANIMATIONS

animation = {
	name = "nemesis_01_juggernaut_frame_idle_animation"
	file = "nemesis_01_juggernaut_frame_idle.anim"
}

animation = {
	name = "nemesis_01_juggernaut_frame_death_animation"
	file = "nemesis_01_juggernaut_frame_death.anim"
}

animation = {
	name = "nemesis_01_juggernaut_idle_animation"
	file = "nemesis_01_juggernaut_idle.anim"
}

animation = {
	name = "nemesis_01_juggernaut_death_animation"
	file = "nemesis_01_juggernaut_death.anim"
}
