@destroyer_scale = 10
@corvette_scale = 6.2
@cruiser_scale = 15
@battleship_scale = 22.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 13.0
@science_scale = 1.0
@constructor_scale = 12.0
@military_station_large = 15.0
@orbital_station = 17
@research_station = 13
@mining_station = 13
@terraforming_station = 13

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


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

entity = {
	name = "nemesis_01_missle_entity"
	pdxmesh = "arthropoid_01_missile_mesh"

	default_state = idle
	state = { name = "idle" animation = "idle" }
	state = { name = "stop" animation = "miss" looping = no }


	scale = 1.25
}

entity = {
	name = "nemesis_01_turret_energy_torpedo_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

entity = {
	name = "nemesis_01_turret_torpedo_entity"
	pdxmesh = "nemesis_01_turret_missile_medium_mesh"

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

entity = {
	name = "nemesis_01_turret_missile_large_entity"
	pdxmesh = "nemesis_01_turret_missile_large_mesh"

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

entity = {
	name = "nemesis_01_turret_missile_medium_entity"
	pdxmesh = "nemesis_01_turret_missile_medium_mesh"

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

entity = {
	name = "nemesis_01_turret_missile_small_entity"
	pdxmesh = "nemesis_01_turret_missile_small_mesh"

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

entity = {
	name = "nemesis_01_large_kinetic_gun_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

entity = {
	name = "nemesis_01_medium_kinetic_gun_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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

entity = {
	name = "nemesis_01_small_kinetic_gun_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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




entity = {
	name = "nemesis_01_turret_point_defence_entity"
	pdxmesh = "nemesis_01_turret_point_defense_mesh"

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





entity = {
	name = "nemesis_01_large_laser_gun_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

entity = {
	name = "nemesis_01_medium_laser_gun_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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

entity = {
	name = "nemesis_01_small_laser_gun_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_turret_xl_entity"
	pdxmesh = "nemesis_01_turret_xl_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}





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


# Amoeba Weapons

entity = {
	name = "nemesis_01_small_space_amoeba_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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

entity = {
	name = "nemesis_01_large_space_amoeba_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

# Space Cloud Weapons

entity = {
	name = "nemesis_01_small_space_cloud_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_large_space_cloud_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

# Crystal Weapons

entity = {
	name = "nemesis_01_small_crystal_ship_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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

entity = {
	name = "nemesis_01_large_crystal_ship_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

# Mining Drone Weapons

entity = {
	name = "nemesis_01_small_mining_drone_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_medium_mining_drone_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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

# Space Whale Weapons

entity = {
	name = "nemesis_01_small_space_whale_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_medium_space_whale_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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

entity = {
	name = "nemesis_01_large_space_whale_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_large_mesh"

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

# Swarm Weapons

entity = {
	name = "nemesis_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_small_mesh"

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

entity = {
	name = "nemesis_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "nemesis_01_turret_projectile_medium_mesh"

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




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


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

entity = {
	name = "nemesis_01_corvette_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_corvette_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = "sfx_nemesis_corvette_moving_out" } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "nemesis_0125_ship_explosion_effect"  }
		event = { time = 6.79 node = "part1_locator" particle = "nemesis_0125_ship_explosion_effect"  }

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

		event = { time = 8.9 node = "ship_main" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.46 node = "part1_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

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

		event = { time = 10.83 node = "part1" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }

		event = { time = 0.0 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect"  }
		event = { time = 1.6 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect"  }
		event = { time = 2.83 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect" }
		event = { time = 3.26 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect"}
		event = { time = 3.9 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect"  }
		event = { time = 4.1 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect"}
	}

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

}



entity = {
	name = "nemesis_01_corvette_M1S1_entity"
	pdxmesh = "nemesis_01_corvette_M1_S1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

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

entity = {
	name = "nemesis_01_corvette_S3_entity"
	pdxmesh = "nemesis_01_corvette_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
}


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

# FRAME

entity = {
	name = "nemesis_01_destroyer_entity"
	pdxmesh = "nemesis_01_destroyer_frame_mesh"

	default_state = "idle"
	state = { name = "idle"		animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_destroyer_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = "sfx_nemesis_destroyer_moving_out" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 8.15 node = "part1" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.15 node = "part1" particle = "ship_burn_particle" }

		event = { time = 1.05 node = "part2_local_explosion_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.6 node = "part2_local_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.4 node = "part2_local_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.05 node = "part1_local_explosion_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 12.6 node = "part1_local_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 14.4 node = "part1_local_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }


		event = { time = 8.15 node = "part2" particle = "ship_burn_particle" }
		event = { time = 8.15 node = "part2" particle = "ship_explosion_air_vent_particle" }

		event = { time = 8.3 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 3.05 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 16.36 node = "part1" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
		event = { time = 16.36 node = "part2" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.05 node = "part1" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "part2" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 1.05 node = "part2_local_explosion_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.6 node = "part2_local_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.4 node = "part2_local_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.05 node = "part1_local_explosion_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 12.6 node = "part1_local_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 14.4 node = "part1_local_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }


		event = { time = 4.6 node = "ship_main" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.6 node = "part1" particle = "ship_burn_particle" }
		event = { time = 4.6 node = "part2" particle = "ship_burn_particle" }

		event = { time = 16.36 node = "part1" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
		event = { time = 16.36 node = "part2" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.05 node = "part2_local_explosion_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.6 node = "part2_local_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.4 node = "part2_local_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.05 node = "part1_local_explosion_locator" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 12.6 node = "part1_local_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 14.4 node = "part1_local_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.93 node = "part1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1" particle = "ship_burn_particle" }
		event = { time = 7.93 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 16.33 node = "part1" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}

    scale = 1.0

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



# BOW

entity = {
	name = "nemesis_01_destroyer_bow_L1_entity"
	pdxmesh = "nemesis_01_destroyer_bow_L1_mesh"
}

entity = {
	name = "nemesis_01_destroyer_bow_M1S2_entity"
	pdxmesh = "nemesis_01_destroyer_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "nemesis_01_destroyer_bow_S3_entity"
	pdxmesh = "nemesis_01_destroyer_bow_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# STERN

entity = {
	name = "nemesis_01_destroyer_stern_S2_entity"
	pdxmesh = "nemesis_01_destroyer_stern_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_015_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_015_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "nemesis_01_destroyer_stern_M1_entity"
	pdxmesh = "nemesis_01_destroyer_stern_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_015_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_015_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

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

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

#FRAME
entity = {
	name = "nemesis_01_cruiser_entity"
	pdxmesh = "nemesis_01_cruiser_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_cruiser_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "sfx_nemesis_cruiser_moving_out" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.4 node = "part1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 3.4 node = "part1" particle = "ship_burn_particle" }

		event = { time = 8.0 node = "part2" particle = "nemesis_01_075_large_ship_explosion" sound = { soundeffect = "ship_explosion"} }
		event = { time = 8.0 node = "part2" particle = "ship_burn_particle" }

		event = { time = 8.0 node = "part3" particle = "ship_burn_particle" }
		event = { time = 8.0 node = "part3" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 9.50 node = "part3" particle = "nemesis_01_075_large_ship_explosion" sound = { soundeffect = "ship_explosion"} }


		event = { time = 16.4 node = "part3" particle = "nemesis_01_1_large_ship_explosion" sound = { soundeffect = ship_explosion_large } }
		event = { time = 16.4 node = "part1" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_explosion_large } }
	}

	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 5.16 node = "part1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 5.16 node = "part1" particle = "ship_burn_particle" }

		event = { time = 5.16 node = "part2" particle = "nemesis_0125_ship_explosion_effect" }
		event = { time = 5.16 node = "part2" particle = "ship_burn_particle" }


		event = { time = 10.2 node = "part2" particle = "nemesis_0125_ship_explosion_effect" }

		event = { time = 9.6 node = "part3" particle = "nemesis_01_1_large_ship_explosion"  }

		event = { time = 14.4 node = "part3" particle = "nemesis_01_1_large_ship_explosion"  }

		event = { time = 16.4 node = "part1" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}

	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.7 node = "part1" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "part1" particle = "nemesis_01_075_large_ship_explosion" sound = { soundeffect = "ship_explosion"} }

		event = { time = 2.16 node = "part2" particle = "ship_burn_particle" }
		event = { time = 2.16 node = "part2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 3.9 node = "part2" particle = "nemesis_01_075_large_ship_explosion" sound = { soundeffect = "ship_explosion"} }

		event = { time = 7.5 node = "part1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 4.9 node = "part3" particle = "ship_burn_particle" }
		event = { time = 4.9 node = "part3" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 16.4 node = "part2" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = ship_destroyed } }
	}

	scale = 1.0

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 3.0
	}

	 #attach = { part1 = "nemesis_01_cruiser_bow_L1_entity" }
	 #attach = { part2 = "nemesis_01_cruiser_mid_S2HB_entity" }
	 #attach = { part3 = "nemesis_01_cruiser_stern_M1_entity" }
}



# BOW
entity = {
	name = "nemesis_01_cruiser_bow_L1_entity"
	pdxmesh = "nemesis_01_cruiser_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "nemesis_01_cruiser_bow_M1S2_entity"
	pdxmesh = "nemesis_01_cruiser_bow_M1_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "nemesis_01_cruiser_bow_M2_entity"
	pdxmesh = "nemesis_01_cruiser_bow_M2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# MID

entity = {
	name = "nemesis_01_cruiser_mid_S2HB_entity"
	pdxmesh = "nemesis_01_cruiser_mid_S2_HB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

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

entity = {
	name = "nemesis_01_cruiser_mid_L1M1_entity"
	pdxmesh = "nemesis_01_cruiser_mid_L1_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "nemesis_01_cruiser_mid_M3_entity"
	pdxmesh = "nemesis_01_cruiser_mid_M3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "nemesis_01_cruiser_mid_M2S2_entity"
	pdxmesh = "nemesis_01_cruiser_mid_M2_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# STERN
entity = {
	name = "nemesis_01_cruiser_stern_M1_entity"
	pdxmesh = "nemesis_01_cruiser_stern_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

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

entity = {
	name = "nemesis_01_cruiser_stern_S2_entity"
	pdxmesh = "nemesis_01_cruiser_stern_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

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

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

# FRAME
entity = {
	name = "nemesis_01_battleship_entity"
	pdxmesh = "nemesis_01_battleship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_battleship_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0
		event = { trigger_once = yes sound = { soundeffect = "sfx_nemesis_battleship_moving_out" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.26 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.26 node = "explosion_locator_01" particle = "ship_burn_particle" }

		event = { time = 4.26 node = "explosion_locator_02" particle = "nemesis_01_2_ship_explosion_effect" }

		event = { time = 11.63 node = "explosion_locator_03" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 8.26 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 8.26 node = "explosion_locator_04" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 16.4 node = "part2" particle = "nemesis_01_350_large_ship_explosion" sound = { soundeffect = "ship_destroyed" } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 2.56 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 2.56 node = "explosion_locator_01" particle = "ship_burn_particle" }

		event = { time = 4.56 node = "explosion_locator_02" particle = "nemesis_01_2_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 7.00 node = "explosion_locator_03" particle = "nemesis_0125_ship_explosion_effect" }

		event = { time = 6.56 node = "part2_front_locator" particle = "nemesis_01_2_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 6.56 node = "part2_front_locator" particle = "ship_burn_particle" }


		event = { time = 9.7 node = "explosion_locator_04" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 9.7 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 11.7 node = "explosion_locator_05" particle = "nemesis_01_2_ship_explosion_effect" }

		event = { time = 16.4 node = "part2_back_locator" particle = "nemesis_01_large_ship_explosion" }
		event = { time = 16.4 node = "explosion_locator_05" particle = "nemesis_01_large_ship_explosion" sound = { soundeffect = "ship_destroyed" }}
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.0 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 1.0 node = "explosion_locator_01" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

#		event = { time = 1.7 node = "explosion_locator_02" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator_02" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 3.7 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 3.7 node = "explosion_locator_03" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 6.0 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 6.0 node = "explosion_locator_04" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

#		event = { time = 9.3 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 9.3 node = "explosion_locator_05" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 16.4 node = "part2" particle = "nemesis_01_350_large_ship_explosion" sound = { soundeffect = "ship_destroyed" } }
	}

	scale = 1.0

	game_data = {
		size = @battleship_scale
		emissive_recolor_crunch = 5.0
	}

#	 attach = { part1 = "nemesis_01_battleship_bow_L1_M1_S2_entity" }
#	 attach = { part2 = "nemesis_01_battleship_mid_L2_M2_entity" }
#	 attach = { part3 = "nemesis_01_battleship_stern_M2_entity" }

}



# BOW
entity = {
	name = "nemesis_01_battleship_bow_L1M1S2_entity"
	pdxmesh = "nemesis_01_battleship_bow_L1_M1_S2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "nemesis_01_battleship_bow_L2_entity"
	pdxmesh = "nemesis_01_battleship_bow_L2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "nemesis_01_battleship_bow_M1S2SHB_entity"
	pdxmesh = "nemesis_01_battleship_bow_M1_S2_HB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

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

entity = {
	name = "nemesis_01_battleship_bow_XL1_entity"
	pdxmesh = "nemesis_01_battleship_bow_XL_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

	# XL weapon windup locator names: xl_windup_1-10
}



#MID

entity = {
	name = "nemesis_01_battleship_mid_L2M2_entity"
	pdxmesh = "nemesis_01_battleship_mid_L2_M2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "nemesis_01_battleship_mid_L3_entity"
	pdxmesh = "nemesis_01_battleship_mid_L3_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "nemesis_01_battleship_mid_M4SHB_entity"
	pdxmesh = "nemesis_01_battleship_mid_M4_SHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

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

entity = {
	name = "nemesis_01_battleship_mid_S4LHB_entity"
	pdxmesh = "nemesis_01_battleship_mid_S4_LHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

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



# STERN

entity = {
	name = "nemesis_01_battleship_stern_L1_entity"
	pdxmesh = "nemesis_01_battleship_stern_L1_mesh"

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

		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

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

entity = {
	name = "nemesis_01_battleship_stern_M2_entity"
	pdxmesh = "nemesis_01_battleship_stern_M2_mesh"

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

		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

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

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

entity = {
	name = "nemesis_01_bomber_entity"
	pdxmesh = "nemesis_01_bomber_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "nemesis_01_droppod_entity"
	pdxmesh = "nemesis_01_drop_pod_mesh"
	scale = 0.85

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "nemesis_01_fighter_entity"
	pdxmesh = "nemesis_01_fighter_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

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

entity = {
 name = "nemesis_01_constructor_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 						animation = "idle" animation_blend_time = 0 }
	state = { name = "moving"						animation = "idle" animation_blend_time = 2 }
	state = { name = "working" 						animation = "idle" looping = no next_state = working_looping }
	state = { name = "working_looping"				animation = "idle" }
	state = { name = "death" animation = "death3" 	animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "nemesis_01_large_ship_explosion" }
	}

	scale = 1.0

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


entity = {
 name = "nemesis_01_construction_ship_entity"
	pdxmesh = "nemesis_01_construction_ship_mesh"

	default_state = "idle"
	state = { name = "idle" 						animation = "idle"
		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_construction_ship_hum" } }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_03" particle = "ship_light_blue_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_04" particle = "ship_light_blue_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_05" particle = "ship_light_blue_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_06" particle = "ship_light_blue_regular_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" 						animation = "idle"
		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "nemesis_01_050_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = sfx_nemesis_construction_ship_moving_out } }
	}
	state = { name = "working"						animation = "working_start"		looping = no	next_state = working_looping
		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0.4 node = "bot_1_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes sound = { soundeffect = construction_progress_loop }  }
		event = { time = 0.53 node = "bot_2_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 node = "bot_3_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0.46 node = "bot_4_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }

		event = { time = 4 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }

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

		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		# Bot 1 welding
		#event = { time = 0 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
		event = { time = 5.83 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 11.9 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 18.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 23.93 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 30.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 35.8 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 2 welding
		event = { time = 0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 1.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 7.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 13.8 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 20.06 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.96 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 32.0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 3 welding
		#event = { time = 0 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 4.7 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 10.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 16.83 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 23.03 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 29.66 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 35.06 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 4 welding
		event = { time = 0 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 3.5 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 8.06 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 13.83 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 19.93 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.76 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 31.3 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 37.36 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		event = { time = 0 node = "bot_1_exhaust" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "nemesis_01_025_ship_exhaust" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death"							animation = "idle" looping = no
		event = { time = 0.0 node = "construction_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "construction_explosion_locator3" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "construction_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "construction_explosion_locator6" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.9 node = "construction_explosion_locator5" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "construction_explosion_locator4" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "construction_explosion_locator7" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "construction_explosion_locator9" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "construction_explosion_locator8" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "construction_explosion_locator10" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = 15 	lenght = @large_trail_L   height = 40 	}
			"engine_medium_02" = 		{ width = 15 	lenght = @large_trail_L   height = 40 	}
			"engine_small_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 15 	}
			"engine_small_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 15 	}
		}
	}

}


entity = {
	name = "nemesis_01_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"
	#locator = { name = "part1" 		position = { 0  0  0 } }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "nemesis_01_large_ship_explosion" }
	}
   	game_data = {
		size = @colonizer_scale
		emissive_recolor_crunch = 5.0
	}
}

entity = { name = "nemesis_01_sponsored_colonizer_entity" clone = "nemesis_01_colonizer_entity" }
entity = { name = "nemesis_01_guided_sapience_colonizer_entity" clone = "nemesis_01_colonizer_entity" }

entity = {
	name = "nemesis_01_colony_ship_entity"
	pdxmesh = "nemesis_01_colony_ship_mesh"

	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_colony_ship_hum" } }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "nemesis_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "nemesis_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = sfx_nemesis_colony_ship_moving_out } }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0.1 node = "colony_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "colony_explosion_locator7" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.7 node = "colony_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.95 node = "colony_explosion_locator8" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.7 node = "colony_explosion_locator3" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "colony_explosion_locator4" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "colony_explosion_locator5" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "colony_explosion_locator6" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
	scale = 1

	game_data = {
		trail_locators = {
			"engine_large_02" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_large_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 10 	}
			"engine_medium_01" = 		{ width = 5				 	lenght = @small_trail_L  height = 15 	}

		}
		emissive_recolor_crunch = 5.0
	}
}


entity = {
 name = "nemesis_01_science_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "nemesis_01_large_ship_explosion" }
	}

	game_data = {
		emissive_recolor_crunch = 5.0
	}

}

entity = {
 name = "nemesis_01_science_ship_entity"
	pdxmesh = "nemesis_01_science_ship_mesh"

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

		event = { time = 0.0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_idle" keep_particle = yes trigger_once = yes  }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }


		event = { time = 4.05 node = "effect_trail_05" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.05 node = "effect_trail_06" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no  }

		event = { time = 0.0 node = "effect_trail_05" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no }
		event = { time = 0.0 node = "effect_trail_06" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no  }

	}
	state = { name = "moving" 		animation = "idle"
		event = { time = 0.0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_medium_01" particle = "nemesis_01_050_ship_exhaust" keep_particle = yes trigger_once = yes  }

		event = { time = 4.05 node = "effect_trail_05" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.05 node = "effect_trail_06" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no  }

		event = { time = 8.10 node = "effect_trail_05" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no }
		event = { time = 8.10 node = "effect_trail_06" particle = "nemesis_01_science_lightning_effect" keep_particle = yes trigger_once = no  }


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

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "idle" chance = 1 looping = no state_time = 10

		event = { time = 0.0 node = "science_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "science_explosion_locator7" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "science_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "science_explosion_locator8" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "science_explosion_locator3" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "science_explosion_locator4" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "science_explosion_locator5" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "science_explosion_locator6" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

	}
	scale = 1.0

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}
}


entity = {
 name = "nemesis_01_transport_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "nemesis_01_large_ship_explosion" }
	}

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

entity = {
 name = "nemesis_01_transport_ship_entity"
	pdxmesh = "nemesis_01_transport_ship_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_transport_ship_hum" } }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "nemesis_01_035_ship_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "nemesis_01_075_ship_exhaust" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "sfx_nemesis_transport_ship_moving_out" } }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0.0 node = "transport_explosion_locator1" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "transport_explosion_locator7" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "transport_explosion_locator2" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "transport_explosion_locator8" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "transport_explosion_locator3" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "transport_explosion_locator4" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "transport_explosion_locator5" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "transport_explosion_locator6" particle = "nemesis_0125_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_medium_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}
}




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

entity = {
	name = "nemesis_01_orbital_station_entity"
	pdxmesh = "mammalian_01_orbital_station_frame_mesh"
	cull_radius = 1.0

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

	state = { name = "death" state_time = 5 looping = no
		event = { time = 4.9 particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

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

entity = {
	name = "nemesis_01_orbital_station_assemblyyard_section_entity"
	pdxmesh = "nemesis_01_starbase_assemblyyard_section_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
		# event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		# event = { time = 0.05 node = "light_locator_02" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		# event = { time = 0.1 node = "light_locator_03" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		# event = { time = 0.15 node = "light_locator_04" particle = "ship_light_blue_regular_effect" keep_particle = yes trigger_once = yes }
		# event = { time = 1.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		# event = { time = 2.0 node = "light_locator_06" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

}

entity = {
	name = "nemesis_01_orbital_station_hangarbay_section_entity"
	pdxmesh = "nemesis_01_starbase_hangarbay_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		# event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

}

entity = {
	name = "nemesis_01_orbital_station_refinery_section_entity"
	pdxmesh = "nemesis_01_starbase_refinery_section_mesh"

	locator = { name = part1 }


	default_state = "idle"
	state = { name = "idle" state_time = 5
		# event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_01" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_02" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_03" particle = "nemesis_01_mining_smoke_l_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_04" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }



		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_06" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_07" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.0 node = "part1" entity = "nemesis_01_refinery_station_effect_entity" trigger_once = yes }

}

}

entity = {
	name = "nemesis_01_refinery_station_effect_entity"
	pdxmesh = "nemesis_01_refinery_effect_mesh"

	scale = 1
	erosion_out = 0.5
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= -.5
		uv_animation_direction 	= { 0.2 0.55 }
		}
}
entity = {
	name = "nemesis_01_orbital_station_science_section_entity"
	pdxmesh = "nemesis_01_starbase_science_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		# event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		# event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

}

entity = {
	name = "nemesis_01_habitat_phase_01_entity"
	pdxmesh = "nemesis_01_habitat_level_1_frame_mesh"

	attach = { "part1" 		 		= "nemesis_01_starbase_outpost_section_entity" }


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

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}

	meshsettings = {
		shader = "PdxMeshTerra"
	}
}

entity = {
	name = "nemesis_01_habitat_phase_02_entity"
	pdxmesh = "nemesis_01_habitat_level_2_frame_mesh"

	attach = { "part1" 		 		= "nemesis_01_starbase_outpost_section_entity" }
	attach = { "part2" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part3" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part4" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part5" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part6" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part7" 		 		= "nemesis_01_habitat_phase_02_section_entity" }


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

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "nemesis_01_habitat_phase_02_section_entity"
	pdxmesh = "nemesis_01_starbase_habitat_section_mesh"
}

entity = {
	name = "nemesis_01_habitat_phase_03_entity"
	pdxmesh = "nemesis_01_habitat_level_3_frame_mesh"

	locator = { name = part1 }
	locator = { name = explosion_effect position = { 0 3 0 } }

	attach = { "part1" 		 		= "nemesis_01_starbase_outpost_section_entity" }
	attach = { "part2" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part3" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part4" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part5" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part6" 		 		= "nemesis_01_habitat_phase_02_section_entity" }
	attach = { "part7" 		 		= "nemesis_01_habitat_phase_02_section_entity" }


	default_state = "habitat_idle"
	state = { name = "habitat_idle" state_time = 5 }
	state = { name = "construction" state_time = 5 }
	state = { name = "death" state_time = 5 looping = no
	event = { time = 4.9 node = "explosion_effect" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}

	attach = { name = "station" part1 = "nemesis_01_habitat_phase_03_section_entity" }
}

entity = {
	name = "nemesis_01_habitat_phase_03_section_entity"
	pdxmesh = "nemesis_01_habitat_level_3_mesh"

	default_state = "habitat_idle"
	state = { name = "habitat_idle" animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "habitat_station_hum" } }
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "construction" animation = "idle" animation_speed = 0.0 }

	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.2 node = "explosion_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.2 node = "explosion_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}

	locator = { name = "medium_gun_01"	position = { 0 0 0 } }
	locator = { name = "medium_gun_02"	position = { 0 0 0 } }
	locator = { name = "small_gun_01"	position = { 0 0 0 } }
	locator = { name = "small_gun_02"	position = { 0 0 0 } }
	locator = { name = "small_gun_03"	position = { 0 0 0 } }
	locator = { name = "small_gun_04"	position = { 0 0 0 } }
}

# Mining Station
entity = {
	name = "nemesis_01_mining_station_entity"
	pdxmesh = "nemesis_01_mining_station_frame_mesh"

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

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

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

		event = { time = 24.5 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

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

	#attach = { part1 = "nemesis_01_mining_station_section_entity" }
}

entity = {
	name = "nemesis_01_mining_station_section_entity"
	pdxmesh = "nemesis_01_mining_station_mesh"


	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_mining_station_hum" } }
		event = { time = 0.0 node = "effect_locator_1" particle = "nemesis_01_mining_smoke_l_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_2" particle = "nemesis_01_mining_smoke_l_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_3" particle = "nemesis_01_mining_smoke_l_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_4" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_5" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_6" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "effect_locator_7" particle = "nemesis_01_mining_smoke_s_effect" keep_particle = yes trigger_once = yes }


		event = { time = 0.0 node = "light_locator_1" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_2" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_3" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_4" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_5" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }


		event = { time = 0.0 node = "part1" entity = "nemesis_01_mining_station_effect_entity" trigger_once = yes }
	}

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

		event = { time = 0.0 node = "light_locator_1" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.5 node = "light_locator_2" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.5 node = "light_locator_3" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 10.0 node = "light_locator_4" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 15.0 node = "light_locator_5" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.0 node = "explosion_locator_1" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_locator_2" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 19.0 node = "light_locator_1" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 20.5 node = "light_locator_2" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 19.5 node = "light_locator_3" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 23.0 node = "light_locator_4" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 24.0 node = "light_locator_5" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 22.50 node = "explosion_locator_1" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 21.80 node = "explosion_locator_2" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}
}

entity = {
	name = "nemesis_01_mining_station_effect_entity"
	pdxmesh = "nemesis_01_mining_station_effect_mesh"

	scale = 1
	erosion_out = 0.5
		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= -.5
		uv_animation_direction 	= { 0.2 0.55 }
		}
}


# Terraform Station
entity = {
	name = "nemesis_01_terraform_station_entity"
	pdxmesh = "mammalian_01_terraforming_station_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_terraforming_station_idle_hum" } }
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_06" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}

	state = { name = "death" state_time = 5 looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "light_locator_06" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.5

	game_data = {
		size = @terraforming_station
		emissive_recolor_crunch = 5.0
	}

	attach = { root = "terraforming_effect_entity" }
}

entity = {
	name = "nemesis_01_research_station_entity"
	pdxmesh = "nemesis_01_research_station_frame_mesh"

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

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

	}
#
	state = { name = "death" animation = "death" looping = no
	event = { time = 25.05 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	scale = 1.5


	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	#attach = { part1 = "nemesis_01_research_station_section_entity" }
}

entity = {
	name = "nemesis_01_research_station_section_entity"
	pdxmesh = "nemesis_01_research_station_mesh"

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

		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.0 node = "core_effect" particle = "nemesis_01_science_lightning_core_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "core_effect" entity = "nemesis_01_science_core_entity" trigger_once = yes }


		event = { time = 3.4 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 3.4 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 6.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 6.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 9.2 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 9.2 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 12.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 12.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 15.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 15.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 18.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 18.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 21.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 21.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 24.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 24.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 28.1 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 28.1 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 31.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 31.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 34.3 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 34.3 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 37.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 37.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 40.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 40.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }

		event = { time = 43.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 43.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lighteningSmall" } }

		event = { time = 46.9 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 46.9 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no sound = { soundeffect = "sfx_nemesis_research_station_lightening" } }


	}
#
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 5 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7.5 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 16.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 16.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 17.3 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 18.5 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 17.9 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

	}
}

entity = {
	name = "nemesis_01_science_core_entity"
	pdxmesh = "nemesis_science_core_mesh"
	scale = 0.35
	erosion_out = 0.5
		game_data = {
		bloom_factor			= 1.6
		uv_animation_speed 		= 1.5
		uv_animation_direction 	= { 0.1 0.55 }
		}
}

entity = {
	name = "nemesis_01_wormhole_station_entity"
	pdxmesh = "nemesis_01_research_station_mesh"

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

		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.0 node = "core_effect" particle = "nemesis_01_science_lightning_core_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "core_effect" entity = "nemesis_01_science_core_entity" trigger_once = yes }


		event = { time = 3.4 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 3.4 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 6.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 6.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 9.2 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 9.2 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 12.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 12.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 15.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 15.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 18.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 18.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 21.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 21.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 24.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 24.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 28.1 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 28.1 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 31.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 31.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 34.3 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 34.3 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 37.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 37.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 40.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 40.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 43.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 43.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 46.9 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 46.9 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }


	}
#
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 5 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7.5 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 16.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 16.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 17.3 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 18.5 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 17.9 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

	event = { time = 25.05 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }

	}

	scale = 1.4
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "nemesis_01_observation_station_entity"
	pdxmesh = "nemesis_01_research_station_mesh"

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

		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.0 node = "core_effect" particle = "nemesis_01_science_lightning_core_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "core_effect" entity = "nemesis_01_science_core_entity" trigger_once = yes }


		event = { time = 3.4 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 3.4 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 6.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 6.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 9.2 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 9.2 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 12.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 12.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 15.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 15.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 18.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 18.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 21.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 21.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 24.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 24.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 28.1 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 28.1 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 31.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 31.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 34.3 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 34.3 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 37.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 37.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 40.5 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 40.5 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }

		event = { time = 43.2 node = "effect_locator_3" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }
		event = { time = 43.2 node = "effect_locator_4" particle = "nemesis_01_science_lightning_station_s_effect" keep_particle = yes trigger_once = no  }

		event = { time = 46.9 node = "effect_locator_1" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }
		event = { time = 46.9 node = "effect_locator_2" particle = "nemesis_01_science_lightning_station_effect" keep_particle = yes trigger_once = no  }


	}
#
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 5 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7.5 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 16.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 16.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 17.3 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 18.5 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 17.9 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

	event = { time = 25.05 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }


	}

	scale = 1.4
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}


# entity = {
# 	name = "nemesis_01_military_station_large_entity"
# 	pdxmesh = "mammalian_01_military_station_large_mesh"

# 	default_state = "idle"
# 	state = { name = "idle" state_time = 5
# 		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_defense_station_idle_hum_01" soundeffect = "amb_nemesis_defense_station_idle_hum_02"} }

# 		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

# 	}

# 	state = { name = "death" state_time = 5 looping = no
# 		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 0.5 node = "part3" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 1.5 node = "part6" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 2.0 node = "part1" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 3.0 node = "part3" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 4.0 node = "part7" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

# 		event = { time = 4.9 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
# 	}

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

# entity = {
# 	name = "nemesis_01_military_station_medium_entity"
# 	pdxmesh = "mammalian_01_military_station_medium_mesh"

# 	default_state = "idle"
# 	state = { name = "idle" state_time = 5
# 		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_defense_station_idle_hum_01" soundeffect = "amb_nemesis_defense_station_idle_hum_02"} }

# 		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

# 	}

# 	state = { name = "death" state_time = 5 looping = no
# 		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 0.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 1.5 node = "light_locator_03" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 2.0 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 3.0 node = "light_locator_05" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
# 		event = { time = 4.0 node = "light_locator_04" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

# 		event = { time = 4.9 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
# 	}

# 	scale = 1.2

# 	game_data = {
# 		emissive_recolor_crunch = 5.0
# 	}
# }

entity = {
	name = "nemesis_01_military_station_small_entity"
	pdxmesh = "nemesis_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_nemesis_defense_station_idle_hum_01" } }

		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0.0 node = "light_locator_03" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0.0 node = "light_locator_04" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
#		event = { time = 0.0 node = "light_locator_05" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 1.9 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "nemesis_01_military_station_section_heavy_entity"
	pdxmesh = "nemesis_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "nemesis_01_military_station_section_medium_entity"
	pdxmesh = "nemesis_01_military_station_section_medium_mesh"
	scale = 1.0
}

entity = {
	name = "nemesis_01_military_station_section_light_entity"
	pdxmesh = "nemesis_01_military_station_section_light_mesh"
	scale = 1.0
}

entity = {
	name = "nemesis_01_military_station_section_hangar_entity"
	pdxmesh = "nemesis_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "nemesis_01_wormhole_main_entity"
	pdxmesh = "blue_white_star_icon_mesh"
	scale = 10.0
}

entity = {
	name = "nemesis_01_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

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

	state = { name = "death" state_time = 2 looping = no
		event = { time = 1.9 particle = "nemesis_01_medium_station_explosion" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "nemesis_01_outpost_station_section_entity"
	pdxmesh = "nemesis_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_outpost_station_idle" } }
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "nemesis_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "light_locator_02" particle = "nemesis_0125_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

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

entity = {
	name = "nemesis_01_outpost_station_construction_entity"
	pdxmesh = "nemesis_01_military_station_small_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	scale = 1.2

}

entity = {
	name = "nemesis_01_military_station_small_construction_entity"
	pdxmesh = "nemesis_01_military_station_small_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "nemesis_01_military_station_section_heavy_entity" }
	attach = { part2	= "nemesis_01_military_station_section_heavy_entity" }

	scale = 1.2

}
# entity = {
# 	name = "nemesis_01_military_station_medium_construction_entity"
# 	pdxmesh = "mammalian_01_military_station_medium_mesh"
# 		default_state = "idle"
# 		state = { name = "idle" state_time = 5
# 			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
# 		}

# 	attach = { part1	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part2	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part3	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part4	= "nemesis_01_military_station_section_heavy_entity" }
# 	scale = 1.2
# }
# entity = {
# 	name = "nemesis_01_military_station_large_construction_entity"
# 	pdxmesh = "mammalian_01_military_station_large_mesh"
# 		default_state = "idle"
# 		state = { name = "idle" state_time = 5
# 			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
# 		}

# 	attach = { part1	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part2	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part3	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part4	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part5	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part6	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part7	= "nemesis_01_military_station_section_heavy_entity" }
# 	attach = { part8	= "nemesis_01_military_station_section_heavy_entity" }
# 	scale = 1.2
# }
entity = {
	name = "nemesis_01_orbital_station_construction_entity"
	pdxmesh = "mammalian_01_orbital_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
}
entity = {
	name = "nemesis_01_mining_station_construction_entity"
	pdxmesh = "nemesis_01_mining_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.5
}
entity = {
	name = "nemesis_01_research_station_construction_entity"
	pdxmesh = "nemesis_01_research_station_mesh"
	default_state = "idle"
	state = { name = "idle" animation = idle animation_speed = 0
#			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
	}
	scale = 1.5
}
entity = {
	name = "nemesis_01_wormhole_station_construction_entity"
	pdxmesh = "mammalian_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
		event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "nemesis_01_terraform_station_construction_entity"
	pdxmesh = "mammalian_01_terraforming_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.5
}
entity = {
	name = "nemesis_01_observation_station_construction_entity"
	pdxmesh = "mammalian_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
		event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
