entity = {
	name = "toxoid_01_juggernaut_entity"
	pdxmesh = "toxoid_01_juggernaut_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0 looping = no
	#	start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
	}
	state = { name = "moving" animation = "moving" animation_blend_time = 0 looping = no
	#	event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 2 looping = no

		event = { time = 11.25 node = "part1" particle = "tox_01_juggernaut_explosion_effect" keep_particle = yes trigger_once = no sound = { soundeffect = ship_destroyed } }
		}

    scale = 1.0
	game_data = {
		size = 35
		emissive_recolor_crunch = 2.0
	}

	#attach = { part1 = "tox_01_juggernaut_core_section_entity" }
}

entity = {
	name = "toxoid_01_juggernaut_core_section_entity"
	pdxmesh = "toxoid_01_juggernaut_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"	looping = no animation_blend_time = 0

	 event = { time = 0 node = "engine_large_01" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_02" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_03" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_04" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_05" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_06" particle = "generic_1_75_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_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_03" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_04" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_05" particle = "generic_075_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 = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "tox_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 = "moving" looping = no animation_blend_time = 0

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

	 event = { time = 0 node = "engine_large_01" particle = "tox_01_250_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_02" particle = "tox_01_250_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_03" particle = "tox_01_250_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_04" particle = "tox_01_250_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_05" particle = "tox_01_250_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_large_06" particle = "tox_01_250_ship_exhaust" trigger_once = yes keep_particle = yes }


	 event = { time = 0 node = "engine_medium_01" particle = "tox_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_02" particle = "tox_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_03" particle = "tox_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_04" particle = "tox_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_05" particle = "tox_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_medium_06" particle = "tox_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }

	 event = { time = 0 node = "engine_small_01" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_02" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_03" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_04" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_05" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_06" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_07" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_08" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_09" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_10" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_11" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_12" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_13" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_14" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_15" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_16" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_17" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_small_18" particle = "tox_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }


	 event = { time = 0 node = "engine_x_small_01" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_02" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_03" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_04" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_05" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_06" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_07" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	 event = { time = 0 node = "engine_x_small_08" particle = "tox_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
	event = {	time = 0.8 	node = "root"	entity = "toxoid_01_juggernaut_effect_entity"	erosion_in = 0.8			erosion_out = 2.2	}


		event = { time = 0 node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no animation_blend_time = 2
		event = { time = 1.1 node = "explosion_locator_01" particle = "tox_01_050_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_10" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.0 node = "explosion_locator_10" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 3.1 node = "explosion_locator_07" particle = "tox_01_1_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.3 node = "explosion_locator_07" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 4.4 node = "explosion_locator_04" particle = "tox_01_075_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 = "tox_01_075_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 = "tox_01_075_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_03" particle = "tox_01_050_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 = "tox_01_1_ship_explosion_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.7 node = "explosion_locator_09" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }

		event = { time = 8.9 node = "explosion_locator_02" particle = "tox_01_075_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 = 8.7 node = "explosion_locator_11" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }

		event = { time = 9.3 node = "explosion_locator_12" particle = "tox_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 }


		#event = { time = 11.25 node = "part1" particle = "tox_01_juggernaut_explosion_effect" keep_particle = yes trigger_once = yes }


	}

	game_data = {
		uv_animation_speed 		= 0.17

		#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 	= { 0.3 0.0 }
	}
}


entity = {
	name = "toxoid_01_juggernaut_effect_entity"
	pdxmesh = "toxoid_01_juggernaut_effect_mesh"

		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.4
		uv_animation_direction 	= { .15 1.0 }
		}
}

# ANIMATIONS

animation = {
	name = "toxoid_01_juggernaut_frame_idle_animation"
	file = "toxoid_01_juggernaut_frame_idle.anim"
}

animation = {
	name = "toxoid_01_juggernaut_frame_death_animation"
	file = "toxoid_01_juggernaut_frame_death.anim"
}

animation = {
	name = "toxoid_01_juggernaut_idle_animation"
	file = "toxoid_01_juggernaut_idle.anim"
}

animation = {
	name = "toxoid_01_juggernaut_death_animation"
	file = "toxoid_01_juggernaut_death.anim"
}

animation = {
	name = "toxoid_01_juggernaut_moving_animation"
	file = "toxoid_01_juggernaut_moving.anim"
}

animation = {
	name = "toxoid_01_juggernaut_frame_moving_animation"
	file = "toxoid_01_juggernaut_frame_moving.anim"
}
