@flowmap_speed = 0.12
@flowmap_intensity =  0.21	

#####################################################
#####											#####
#####					arthropoid				#####
#####											#####
#####################################################

entity = {
	name = "arthropoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "arthropoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "arthropoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "arthropoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "arthropoid_01_mega_shipyard_normal.dds"
		texture_specular = "arthropoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	locator = { name = "core" }
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = {soundeffect = mega_shipyard_electricity_amb }}
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb }}
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb }}
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no  sound = { soundeffect = mega_shipyard_electricity_amb }}
		
		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}	
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
	
}

entity = {
	name = "arthropoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "arthropoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "arthropoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "arthropoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "arthropoid_01_mega_shipyard_normal.dds"
		texture_specular = "arthropoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "arthropoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "arthropoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "arthropoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "arthropoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "arthropoid_01_mega_shipyard_normal.dds"
		texture_specular = "arthropoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }	
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####					avian					#####
#####											#####
#####################################################

entity = {
	name = "avian_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "avian_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "avian_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "avian_01_mega_shipyard_diffuse.dds"
		texture_normal = "avian_01_mega_shipyard_normal.dds"
		texture_specular = "avian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "avian_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "avian_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "avian_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "avian_01_mega_shipyard_diffuse.dds"
		texture_normal = "avian_01_mega_shipyard_normal.dds"
		texture_specular = "avian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "avian_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "avian_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "avian_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "avian_01_mega_shipyard_diffuse.dds"
		texture_normal = "avian_01_mega_shipyard_normal.dds"
		texture_specular = "avian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}

#####################################################
#####											#####
#####					Fungoid					#####
#####											#####
#####################################################

entity = {
	name = "fungoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "fungoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "fungoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "fungoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "fungoid_01_mega_shipyard_normal.dds"
		texture_specular = "fungoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "fungoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "fungoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "fungoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "fungoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "fungoid_01_mega_shipyard_normal.dds"
		texture_specular = "fungoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "fungoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "fungoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "fungoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "fungoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "fungoid_01_mega_shipyard_normal.dds"
		texture_specular = "fungoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}

#####################################################
#####											#####
#####					humanoid				#####
#####											#####
#####################################################

entity = {
	name = "humanoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "humanoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "humanoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "humanoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "humanoid_01_mega_shipyard_normal.dds"
		texture_specular = "humanoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "humanoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "humanoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "humanoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "humanoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "humanoid_01_mega_shipyard_normal.dds"
		texture_specular = "humanoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "humanoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "humanoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "humanoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "humanoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "humanoid_01_mega_shipyard_normal.dds"
		texture_specular = "humanoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}

#####################################################
#####											#####
#####					lithoid					#####
#####											#####
#####################################################

entity = {
	name = "lithoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "lithoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "lithoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "lithoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "lithoid_01_mega_shipyard_normal.dds"
		texture_specular = "lithoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "lithoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "lithoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "lithoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "lithoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "lithoid_01_mega_shipyard_normal.dds"
		texture_specular = "lithoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }

	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "lithoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "lithoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "lithoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "lithoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "lithoid_01_mega_shipyard_normal.dds"
		texture_specular = "lithoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}

#####################################################
#####											#####
#####					mammalian				#####
#####											#####
#####################################################

entity = {
	name = "mammalian_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "mammalian_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "mammalian_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "mammalian_01_mega_shipyard_diffuse.dds"
		texture_normal = "mammalian_01_mega_shipyard_normal.dds"
		texture_specular = "mammalian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "mammalian_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "mammalian_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "mammalian_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "mammalian_01_mega_shipyard_diffuse.dds"
		texture_normal = "mammalian_01_mega_shipyard_normal.dds"
		texture_specular = "mammalian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "mammalian_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "mammalian_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "mammalian_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "mammalian_01_mega_shipyard_diffuse.dds"
		texture_normal = "mammalian_01_mega_shipyard_normal.dds"
		texture_specular = "mammalian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }

	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}



#####################################################
#####											#####
#####					necroid					#####
#####											#####
#####################################################

entity = {
	name = "necroid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "necroid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "necroid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "necroid_01_mega_shipyard_diffuse.dds"
		texture_normal = "necroid_01_mega_shipyard_normal.dds"
		texture_specular = "necroid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "necroid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "necroid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "necroid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "necroid_01_mega_shipyard_diffuse.dds"
		texture_normal = "necroid_01_mega_shipyard_normal.dds"
		texture_specular = "necroid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }

	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "necroid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "necroid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "necroid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "necroid_01_mega_shipyard_diffuse.dds"
		texture_normal = "necroid_01_mega_shipyard_normal.dds"
		texture_specular = "necroid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}



#####################################################
#####											#####
#####					nemesis					#####
#####											#####
#####################################################

entity = {
	name = "nemesis_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "nemesis_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "nemesis_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "nemesis_01_mega_shipyard_diffuse.dds"
		texture_normal = "nemesis_01_mega_shipyard_normal.dds"
		texture_specular = "nemesis_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "nemesis_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "nemesis_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "nemesis_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "nemesis_01_mega_shipyard_diffuse.dds"
		texture_normal = "nemesis_01_mega_shipyard_normal.dds"
		texture_specular = "nemesis_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }

	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "nemesis_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "nemesis_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "nemesis_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "nemesis_01_mega_shipyard_diffuse.dds"
		texture_normal = "nemesis_01_mega_shipyard_normal.dds"
		texture_specular = "nemesis_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}



#####################################################
#####											#####
#####					molluscoid				#####
#####											#####
#####################################################

entity = {
	name = "molluscoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "molluscoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "molluscoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "molluscoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "molluscoid_01_mega_shipyard_normal.dds"
		texture_specular = "molluscoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "molluscoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "molluscoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "molluscoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "molluscoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "molluscoid_01_mega_shipyard_normal.dds"
		texture_specular = "molluscoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "molluscoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "molluscoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "molluscoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "molluscoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "molluscoid_01_mega_shipyard_normal.dds"
		texture_specular = "molluscoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }	
}

#####################################################
#####											#####
#####					plantoid				#####
#####											#####
#####################################################

entity = {
	name = "plantoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "plantoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "plantoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "plantoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "plantoid_01_mega_shipyard_normal.dds"
		texture_specular = "plantoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "plantoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "plantoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "plantoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "plantoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "plantoid_01_mega_shipyard_normal.dds"
		texture_specular = "plantoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "plantoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "plantoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "plantoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "plantoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "plantoid_01_mega_shipyard_normal.dds"
		texture_specular = "plantoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####					reptilian				#####
#####											#####
#####################################################

entity = {
	name = "reptilian_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "reptilian_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "reptilian_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "reptilian_01_mega_shipyard_diffuse.dds"
		texture_normal = "reptilian_01_mega_shipyard_normal.dds"
		texture_specular = "reptilian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
	
}

entity = {
	name = "reptilian_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 
	}
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "reptilian_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "reptilian_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "reptilian_01_mega_shipyard_diffuse.dds"
		texture_normal = "reptilian_01_mega_shipyard_normal.dds"
		texture_specular = "reptilian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
	
}

entity = {
	name = "reptilian_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "reptilian_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "reptilian_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "reptilian_01_mega_shipyard_diffuse.dds"
		texture_normal = "reptilian_01_mega_shipyard_normal.dds"
		texture_specular = "reptilian_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
	
}


#####################################################
#####											#####
#####					aquatic					#####
#####											#####
#####################################################

entity = {
	name = "aquatic_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "aquatic_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "aquatic_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "aquatic_01_mega_shipyard_diffuse.dds"
		texture_normal = "aquatic_01_mega_shipyard_normal.dds"
		texture_specular = "aquatic_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "aquatic_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "aquatic_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "aquatic_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "aquatic_01_mega_shipyard_diffuse.dds"
		texture_normal = "aquatic_01_mega_shipyard_normal.dds"
		texture_specular = "aquatic_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "aquatic_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "aquatic_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "aquatic_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "aquatic_01_mega_shipyard_diffuse.dds"
		texture_normal = "aquatic_01_mega_shipyard_normal.dds"
		texture_specular = "aquatic_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####					toxoid					#####
#####											#####
#####################################################

entity = {
	name = "toxoid_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "toxoid_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "toxoid_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "toxoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "toxoid_01_mega_shipyard_normal.dds"
		texture_specular = "toxoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "toxoid_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "toxoid_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "toxoid_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "toxoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "toxoid_01_mega_shipyard_normal.dds"
		texture_specular = "toxoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "toxoid_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "toxoid_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "toxoid_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "toxoid_01_mega_shipyard_diffuse.dds"
		texture_normal = "toxoid_01_mega_shipyard_normal.dds"
		texture_specular = "toxoid_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####				cybernetics					#####
#####											#####
#####################################################

entity = {
	name = "cybernetics_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "cybernetics_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "cybernetics_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = 	"cybernetics_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"cybernetics_01_mega_shipyard_normal.dds"
		texture_specular = 	"cybernetics_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "cybernetics_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "cybernetics_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "cybernetics_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = 	"cybernetics_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"cybernetics_01_mega_shipyard_normal.dds"
		texture_specular = 	"cybernetics_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "cybernetics_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "cybernetics_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "cybernetics_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = 	"cybernetics_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"cybernetics_01_mega_shipyard_normal.dds"
		texture_specular = 	"cybernetics_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####				synthetics					#####
#####											#####
#####################################################

entity = {
	name = "synthetics_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "synthetics_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "synthetics_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = 	"synthetics_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"synthetics_01_mega_shipyard_normal.dds"
		texture_specular = 	"synthetics_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "synthetics_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "synthetics_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "synthetics_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = 	"synthetics_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"synthetics_01_mega_shipyard_normal.dds"
		texture_specular = 	"synthetics_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "synthetics_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "synthetics_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "synthetics_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = 	"synthetics_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"synthetics_01_mega_shipyard_normal.dds"
		texture_specular = 	"synthetics_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####				biogenesis_01				#####
#####											#####
#####################################################

entity = {
	name = "biogenesis_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "biogenesis_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "biogenesis_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = 	"biogenesis_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"biogenesis_01_mega_shipyard_normal.dds"
		texture_specular = 	"biogenesis_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "biogenesis_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "biogenesis_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "biogenesis_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = 	"biogenesis_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"biogenesis_01_mega_shipyard_normal.dds"
		texture_specular = 	"biogenesis_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "biogenesis_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "biogenesis_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "biogenesis_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = 	"biogenesis_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"biogenesis_01_mega_shipyard_normal.dds"
		texture_specular = 	"biogenesis_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####				biogenesis_02				#####
#####											#####
#####################################################

entity = {
	name = "biogenesis_02_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "biogenesis_02_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "biogenesis_02_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = 	"biogenesis_02_mega_shipyard_diffuse.dds"
		texture_normal = 	"biogenesis_02_mega_shipyard_normal.dds"
		texture_specular = 	"biogenesis_02_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "biogenesis_02_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "biogenesis_02_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "biogenesis_02_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = 	"biogenesis_02_mega_shipyard_diffuse.dds"
		texture_normal = 	"biogenesis_02_mega_shipyard_normal.dds"
		texture_specular = 	"biogenesis_02_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "biogenesis_02_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	attach = { part1 = "biogenesis_02_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "biogenesis_02_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = 	"biogenesis_02_mega_shipyard_diffuse.dds"
		texture_normal = 	"biogenesis_02_mega_shipyard_normal.dds"
		texture_specular = 	"biogenesis_02_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}	

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####				Mindwardens					#####
#####											#####
#####################################################

entity = {
	name = "mindwarden_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { part1 = "mindwarden_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "mindwarden_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }

	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = 	"mindwarden_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"mindwarden_01_mega_shipyard_normal.dds"
		texture_specular = 	"mindwarden_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "mindwarden_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { part1 = "mindwarden_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "mindwarden_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }

	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = 	"mindwarden_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"mindwarden_01_mega_shipyard_normal.dds"
		texture_specular = 	"mindwarden_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "mindwarden_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { part1 = "mindwarden_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "mindwarden_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }

	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = 	"mindwarden_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"mindwarden_01_mega_shipyard_normal.dds"
		texture_specular = 	"mindwarden_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

#####################################################
#####											#####
#####				Psionics					#####
#####											#####
#####################################################

entity = {
	name = "psionic_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { part1 = "psionic_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "psionic_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }

	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = 	"psionic_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"psionic_01_mega_shipyard_normal.dds"
		texture_specular = 	"psionic_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "psionic_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { part1 = "psionic_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "psionic_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }

	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = 	"psionic_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"psionic_01_mega_shipyard_normal.dds"
		texture_specular = 	"psionic_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "psionic_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	attach = { part1 = "psionic_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "psionic_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }

	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = 	"psionic_01_mega_shipyard_diffuse.dds"
		texture_normal = 	"psionic_01_mega_shipyard_normal.dds"
		texture_specular = 	"psionic_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

####### Effect & Lights #####
entity = {
	name = "mega_shipyard_01_hangarlights_3_entity"
	pdxmesh = "mega_shipyard_01_hangarlights_3_mesh"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_hangarlights_2_entity"
	pdxmesh = "mega_shipyard_01_hangarlights_2_mesh"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_hangarlights_1_entity"
	pdxmesh = "mega_shipyard_01_hangarlights_1_mesh"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}
entity = {
	name = "mega_shipyard_01_core_effect_entity"
	pdxmesh = "mega_shipyard_01_core_effect_mesh"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_core_effect_light_entity"
	pdxmesh = "mega_shipyard_01_core_light_effect_mesh"
		game_data = {
		bloom_factor			= 1.5
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_core_effect_light_2_entity"
	pdxmesh = "mega_shipyard_01_core_light_2_effect_mesh"
		game_data = {
		bloom_factor			= 1.5
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_entity"
	pdxmesh = "mega_shipyard_01_light_front_mesh"
		game_data = {
		bloom_factor			= 1.3
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_circle_1_entity"
	pdxmesh = "mega_shipyard_01_light_circle_1"
		game_data = {
		bloom_factor			= 1.1
		uv_animation_speed 		= 0.5
		uv_animation_direction 	= { 0.0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_circle_2_entity"
	pdxmesh = "mega_shipyard_01_light_circle_2"
		game_data = {
		bloom_factor			= 1.3
		uv_animation_speed 		= 0.5
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_circle_3_entity"
	pdxmesh = "mega_shipyard_01_light_circle_3"
		game_data = {
		bloom_factor			= 1.3
		uv_animation_speed 		= 0.5
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

##### Front Lights #####

entity = {
	name = "mega_shipyard_01_light_front_1_1_entity"
	pdxmesh = "mega_shipyard_01_light_front_1_1"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_1_2_entity"
	pdxmesh = "mega_shipyard_01_light_front_1_2"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_1_3_entity"
	pdxmesh = "mega_shipyard_01_light_front_1_3"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_1_4_entity"
	pdxmesh = "mega_shipyard_01_light_front_1_4"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_1_5_entity"
	pdxmesh = "mega_shipyard_01_light_front_1_5"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_2_1_entity"
	pdxmesh = "mega_shipyard_01_light_front_2_1"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_2_2_entity"
	pdxmesh = "mega_shipyard_01_light_front_2_2"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_2_3_entity"
	pdxmesh = "mega_shipyard_01_light_front_2_3"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_2_4_entity"
	pdxmesh = "mega_shipyard_01_light_front_2_4"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_2_5_entity"
	pdxmesh = "mega_shipyard_01_light_front_2_5"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_3_1_entity"
	pdxmesh = "mega_shipyard_01_light_front_3_1"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_3_2_entity"
	pdxmesh = "mega_shipyard_01_light_front_3_2"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_3_3_entity"
	pdxmesh = "mega_shipyard_01_light_front_3_3"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_3_4_entity"
	pdxmesh = "mega_shipyard_01_light_front_3_4"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}

entity = {
	name = "mega_shipyard_01_light_front_3_5_entity"
	pdxmesh = "mega_shipyard_01_light_front_3_5"
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.25
		uv_animation_direction 	= { 0 0.55 }
		}
}		
####### Destroyed #######

entity = {
	name = "mega_shipyard_01_destroyed_entity"
	pdxmesh = "mega_shipyard_01_destroyed_mesh"
}

entity = {
	name = "mega_shipyard_01_destroyed_radiation_entity"
	pdxmesh = "mega_shipyard_01_destroyed_mesh"
	locator = { name = "core" }
	
	default_state = "idle"
	state = { name = "idle" 		state_time = 5
		event = { time = 0 node = "core" particle = "mega_shipyard_radiation_effect" keep_particle = yes trigger_once = yes }
	}
	attach = { core = "mega_shipyard_01_radiation_effect_entity" }

}

entity = {
	name = "mega_shipyard_01_destroyed_radiation_2_entity"
	pdxmesh = "mega_shipyard_01_destroyed_mesh"
	locator = { name = "core" }
	
	default_state = "idle"
	state = { name = "idle" 		state_time = 5
		event = { time = 0 node = "core" particle = "mega_shipyard_radiation_2_effect" keep_particle = yes trigger_once = yes }
	}
	attach = { core = "mega_shipyard_01_radiation_effect_entity" }
}

entity = {
	name = "mega_shipyard_01_destroyed_radiation_3_entity"
	pdxmesh = "mega_shipyard_01_destroyed_mesh"
	locator = { name = "core" }
	
	default_state = "idle"
	state = { name = "idle" 		state_time = 5
		event = { time = 0 node = "core" particle = "mega_shipyard_radiation_3_effect" keep_particle = yes trigger_once = yes }
	}
	attach = { core = "mega_shipyard_01_radiation_effect_entity" }
}

entity = {
	name = "mega_shipyard_01_destroyed_radiation_4_entity"
	pdxmesh = "mega_shipyard_01_destroyed_mesh"
	locator = { name = "core" }
	
	default_state = "idle"
	state = { name = "idle" 		state_time = 5
		event = { time = 0 node = "core" particle = "mega_shipyard_radiation_4_effect" keep_particle = yes trigger_once = yes }
	}
	attach = { core = "mega_shipyard_01_radiation_effect_entity" }
}

entity = {
	name = "mega_shipyard_01_destroyed_radiation_5_entity"
	pdxmesh = "mega_shipyard_01_destroyed_mesh"
	locator = { name = "core" }
	
	default_state = "idle"
	state = { name = "idle" 		state_time = 5
		event = { time = 0 node = "core" particle = "mega_shipyard_radiation_5_effect" keep_particle = yes trigger_once = yes }
	}
	attach = { core = "mega_shipyard_01_radiation_effect_2_entity" }
}

entity = {
	name = "mega_shipyard_01_radiation_effect_entity"
	pdxmesh = "mega_shipyard_01_radiation_effect_mesh"
		game_data = {
		bloom_factor			= 1.5
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { -0.8 0.3 }
		}

}

entity = {
	name = "mega_shipyard_01_radiation_effect_2_entity"
	pdxmesh = "mega_shipyard_01_radiation_effect_2_mesh"
		game_data = {
		bloom_factor			= 1.7
		uv_animation_speed 		= 0.15
		uv_animation_direction 	= { -0.5 0.1 }
		}

}

entity = {
	name = "mega_shipyard_01_destroyed_radiation_all_entity"
	locator = { name = "one" position = { 0 0 0 }}
	locator = { name = "two" position = { 150 0 0 }}
	locator = { name = "three" position = { 300 0 0 }}
	locator = { name = "four" position = { 450 0 0 }}
	locator = { name = "five" position = { 600 0 0 }}
	locator = { name = "six" position = { 750 0 0 }}
	locator = { name = "seven" position = { 900 0 0 }}

	attach = { one = "mega_shipyard_01_destroyed_radiation_entity" }
	attach = { two = "mega_shipyard_01_destroyed_radiation_2_entity" }
	attach = { three = "mega_shipyard_01_destroyed_radiation_3_entity" }
	attach = { four = "mega_shipyard_01_destroyed_radiation_4_entity" }
	attach = { five = "mega_shipyard_01_destroyed_radiation_5_entity" }

	cull_radius = 2000
	}



# ANIMATIONS

animation = {
	name = "mega_shipyard_01_stage_3_idle_animation"
	file = "mega_shipyard_01_stage_3_idle.anim"
}

animation = {
	name = "mega_shipyard_01_stage_3_death_animation"
	file = "mega_shipyard_01_stage_3_death.anim"
}

#####################################################
#####											#####
#####					Infernal				#####
#####											#####
#####################################################

entity = {
	name = "infernal_01_mega_shipyard_01_stage_1_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	
	attach = { part1 = "infernal_01_mega_shipyard_01_stage_1_section_entity" }
}

entity = {
	name = "infernal_01_mega_shipyard_01_stage_1_section_entity"
	pdxmesh = "mega_shipyard_01_stage_1_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard021Shape"
		index = 0
		texture_diffuse = "infernal_01_mega_shipyard_diffuse.dds"
		texture_normal = "infernal_01_mega_shipyard_normal.dds"
		texture_specular = "infernal_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	
	attach = { core = "mega_shipyard_01_hangarlights_1_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "infernal_01_mega_shipyard_01_stage_2_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	
	attach = { part1 = "infernal_01_mega_shipyard_01_stage_2_section_entity" }
}

entity = {
	name = "infernal_01_mega_shipyard_01_stage_2_section_entity"
	pdxmesh = "mega_shipyard_01_stage_2_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard_ncl1_1Shape"
		index = 0
		texture_diffuse = "infernal_01_mega_shipyard_diffuse.dds"
		texture_normal = "infernal_01_mega_shipyard_normal.dds"
		texture_specular = "infernal_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}

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

	attach = { core = "mega_shipyard_01_hangarlights_2_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}

entity = {
	name = "infernal_01_mega_shipyard_01_stage_3_entity"
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6.5 }
	state = { name = "death" state_time = 6.6 looping = no 
		event = { time = 6.5 node = "part1" particle = "juggernaut_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
	
	attach = { part1 = "infernal_01_mega_shipyard_01_stage_3_section_entity" }
}

entity = {
	name = "infernal_01_mega_shipyard_01_stage_3_section_entity"
	pdxmesh = "mega_shipyard_01_stage_3_mesh"
	locator = { name = "core" }
	
	meshsettings = {
		name = "Mega_Shipyard010Shape"
		index = 0
		texture_diffuse = "infernal_01_mega_shipyard_diffuse.dds"
		texture_normal = "infernal_01_mega_shipyard_normal.dds"
		texture_specular = "infernal_01_mega_shipyard_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = 0.7
		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 = "station_main" particle = "mega_shipyard_core_effect" keep_particle = yes trigger_once = yes }

		event = { time = 2.0 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 6.05 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 10.3 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }
		event = { time = 14.5 node = "station_main" particle = "mega_shipyard_core_lightning_effect" keep_particle = yes trigger_once = no sound = { soundeffect = mega_shipyard_electricity_amb } }

		event = { time = 0 node = "exhaust_1" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_2" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_3" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_4" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_5" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_6" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "exhaust_7" particle = "mega_shipyard_core_lightning_exhaust_effect" keep_particle = yes trigger_once = yes }

		event = { time = 7.0 node = "core" entity = "mega_shipyard_01_light_front_1_1_entity" trigger_once = no life = 0.8	}
		event = { time = 7.2 node = "core" entity = "mega_shipyard_01_light_front_1_2_entity" trigger_once = no life = 0.7	}
		event = { time = 7.4 node = "core" entity = "mega_shipyard_01_light_front_1_3_entity" trigger_once = no life = 0.6	}
		event = { time = 7.6 node = "core" entity = "mega_shipyard_01_light_front_1_4_entity" trigger_once = no life = 0.5	}
		event = { time = 7.8 node = "core" entity = "mega_shipyard_01_light_front_1_5_entity" trigger_once = no life = 0.4	}

		event = { time = 8.2 node = "core" entity = "mega_shipyard_01_light_front_2_1_entity" trigger_once = no life = 0.8	}
		event = { time = 8.4 node = "core" entity = "mega_shipyard_01_light_front_2_2_entity" trigger_once = no life = 0.7	}
		event = { time = 8.6 node = "core" entity = "mega_shipyard_01_light_front_2_3_entity" trigger_once = no life = 0.6	}
		event = { time = 8.8 node = "core" entity = "mega_shipyard_01_light_front_2_4_entity" trigger_once = no life = 0.5	}
		event = { time = 9.0 node = "core" entity = "mega_shipyard_01_light_front_2_5_entity" trigger_once = no life = 0.4	}

		event = { time = 9.4 node = "core" entity = "mega_shipyard_01_light_front_3_1_entity" trigger_once = no 	life = 0.8	}
		event = { time = 9.6 node = "core" entity = "mega_shipyard_01_light_front_3_2_entity" trigger_once = no 	life = 0.7	}
		event = { time = 9.8 node = "core" entity = "mega_shipyard_01_light_front_3_3_entity" trigger_once = no 	life = 0.6	}
		event = { time = 10.0 node = "core" entity = "mega_shipyard_01_light_front_3_4_entity" trigger_once = no 	life = 0.5	}
		event = { time = 10.2 node = "core" entity = "mega_shipyard_01_light_front_3_5_entity" trigger_once = no 	life = 0.4	}

		event = { time = 10.5 node = "lightning_charge_1" particle = "mega_shipyard_lightning_charge_2_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.60 node = "lightning_charge_s_1" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 10.60 node = "lightning_charge_s_2" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_3" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }
		event = { time = 11.10 node = "lightning_charge_s_4" particle = "mega_shipyard_lightning_charge_2_s_effect" keep_particle = yes trigger_once = no }

		event = { time = 10.55 node = "core" entity = "mega_shipyard_01_light_circle_1_entity" trigger_once = no life = 1}
		event = { time = 10.65 node = "core" entity = "mega_shipyard_01_light_circle_2_entity" trigger_once = no life = 1}
		event = { time = 11.15 node = "core" entity = "mega_shipyard_01_light_circle_3_entity" trigger_once = no life = 1}

		event = { trigger_once = yes sound = { soundeffect = "mega_shipyard_idle" } }
		event = { sound = { soundeffect = "mega_shipyard_metal_amb" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.1 node = "explosion_locator_01" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.6 node = "explosion_locator_02" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.1 node = "explosion_locator_03" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 3.4 node = "explosion_locator_04" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.2 node = "explosion_locator_05" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.6 node = "explosion_locator_06" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = no }
	}
	
	game_data = {
		emissive_recolor_crunch = 5.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}

#	attach = { core = "mega_shipyard_01_light_front_entity" }
	attach = { core = "mega_shipyard_01_hangarlights_3_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_entity" }
	attach = { gimbal_machine_innerY = "mega_shipyard_01_core_effect_light_entity" }
	attach = { gimbal_machine_mid = "mega_shipyard_01_core_effect_light_2_entity" }
}