@boxy = 2.5

@corvette_scale = 6.5
@nomad_destroyer_scale = 16.0
@nomad_ark_scale = 19





#	entity = {
#		name = "enclave_station_entity"
#
#		default_state = "idle"
#		state = { name = "idle"	state_time = 5 }
#		state = { name = "death" state_time = 3 looping = no
#			event = { time = 2.9 particle = "large_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
#		}
#		scale = 3
#	}

entity = {
	name = "eventship_01_entity"
	pdxmesh = "eventship_01_mesh"

	locator = {
		name = "root"
	}

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		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_event_ship_01_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}
}



entity = {
	name = "eventship_02_entity"
	pdxmesh = "eventship_02_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_02_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_075_exhaust_circle_moving" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 4.53 node = "mid_root_jnt" particle = "large_ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}

	scale = 1.0

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_03_entity"
	pdxmesh = "eventship_03_mesh"
	scale = 1.3

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_large_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_03_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_large_01" particle = "generic_1_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_04_blue_entity"
	pdxmesh = "eventship_04_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "eventship_04_blue_diffuse.dds"
		shader = "PdxMeshShip"
	}
	scale = @boxy

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_04_yellow_entity"
	pdxmesh = "eventship_04_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		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 }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "eventship_04_yellow_diffuse.dds"
		shader = "PdxMeshShip"
	}
	scale = @boxy

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_04_green_entity"
	pdxmesh = "eventship_04_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "eventship_04_green_diffuse.dds"
		shader = "PdxMeshShip"
	}
	scale = @boxy

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_04_red_entity"
	pdxmesh = "eventship_04_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "eventship_04_red_diffuse.dds"
		shader = "PdxMeshShip"
	}
	scale = @boxy

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_04_yellow_green_entity"
	pdxmesh = "eventship_04_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "eventship_04_yellow_green_diffuse.dds"
		shader = "PdxMeshShip"
	}
	scale = @boxy

	locator = {
		name = "root"
	}
}

entity = {
	name = "nomad_corvette_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"  animation = "idle" #animation_blend_time = 0.25
		#event = { time = 0 node = "root" particle = "warp_in_particle" keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
	}

	state = { name = "moving" animation = "idle" animation_blend_time = 0.25
	##event = { time = 0 node = "exhaust" particle = "ship_exhaust_particle" trigger_once = yes keep_particle = yes }
	#event = { time = 0.1 node = "root" particle = "ship_trail_particle" trigger_once = yes keep_particle = yes }
	event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }

	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" 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 = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" 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 = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

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

entity = {
	name = "medium_event_laser_gun_entity"
	pdxmesh = "mammalian_01_turret_projectile_medium_mesh"

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

entity = {
	name = "small_event_laser_gun_entity"
	pdxmesh = "mammalian_01_turret_projectile_small_mesh"

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

entity = {
	name = "nomad_destroyer_entity"
	pdxmesh = "eventship_04_mesh"

	locator = { name = "large_gun_01" position = { 0 0 0 } }
	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 } }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "eventship_04_yellow_green_diffuse.dds"
		shader = "PdxMeshShip"
	}
	scale = 1.5

	game_data = {
		size = @nomad_destroyer_scale
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_05_entity"
	pdxmesh = "eventship_05_mesh"
	scale = 1.1

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		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_event_ship_05_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_05_var1_entity"
	pdxmesh = "eventship_05_var1_mesh"
	scale = 1.1

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_05_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}
entity = {
	name = "eventship_05_var2_entity"
	pdxmesh = "eventship_05_var2_mesh"
	scale = 1.1

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_05_idle" } }
		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 }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_06_entity"
	pdxmesh = "eventship_06_mesh"
	scale = 0.8

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_06_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_07_entity"
	pdxmesh = "eventship_07_mesh"

	scale = 4

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_07_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "cargo_tanks_entity"
	pdxmesh = "cargo_transport_tanks_mesh"
}

entity = {
	name = "cargo_containers_entity"
	pdxmesh = "cargo_transport_containers_mesh"
}

entity = {
	name = "cargo_transport_tanker_entity"
	pdxmesh = "cargo_transport_main_mesh"
	attach = {	part1 = "cargo_tanks_entity" }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_cargo_ship_01_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "massive_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "cargo_transport_containers_entity"
	pdxmesh = "cargo_transport_main_mesh"
	attach = {	part1 = "cargo_containers_entity" }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_cargo_ship_01_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "massive_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "eventship_09_entity"
	pdxmesh = "eventship_09_mesh"
	scale = 1.4
}

entity = {
	name = "cylinder_entity"
	pdxmesh = "cylinder_mesh"
	scale = 3

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_cylinder_ship_01_idle" } }

		event = { time = 0.0 node = "dust_locator1" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator2" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator3" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator4" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator5" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator6" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }

		event = { time = 0.0 node = "dust_locator1" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator2" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator3" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator4" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator5" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "dust_locator6" particle = "cylinder_dust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.5 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.1 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.8 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.5 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 3.0 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.2 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.0 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.7 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 5.9 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
}

#########################################################################
#####																#####
#####						Environment stuff						#####
#####																#####
#########################################################################

entity = {
	name = "debris_entity"	#required by the game
	pdxmesh = "shipwreck_01_mesh"

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

	scale = 1.0
}


entity = {
	name = "debris_large_01_entity"
	pdxmesh = "debris_large_01_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "amb_wrecked_shipyard_idle" } }
		event = { time = 0 particle = "debris_large_dust_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.5
}

entity = {
	name = "debris_medium_01_entity"
	pdxmesh = "debris_medium_01_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "amb_wrecked_shipyard_idle" } }
		event = { time = 0 node = "dust_locator" particle = "debris_medium_dust_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.5
}

entity = {
	name = "debris_medium_02_entity"
	pdxmesh = "debris_medium_02_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "amb_wrecked_shipyard_idle" } }
		event = { time = 0 node = "dust_locator" particle = "debris_medium_dust_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.5
}

entity = {
	name = "debris_small_01_entity"
	pdxmesh = "debris_small_01_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "amb_wrecked_shipyard_idle" } }
		event = { time = 0 node = "dust_locator" particle = "debris_small_dust_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.5
}

entity = {
	name = "debris_smallest_01_entity"
	pdxmesh = "debris_small_01_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "amb_wrecked_shipyard_idle" } }
		event = { time = 0 node = "dust_locator" particle = "debris_small_dust_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 0.25
}

entity = {
	name = "ancient_battlefield_entity"

		locator = { name = "debris_large"			position = { 0 30 0 } } # X Y Z, Y = depth

		locator = { name = "ship_7" 			position = { -40 0 -30 } rotation = { 64 23 16 } }
		locator = { name = "debris_medium_01"		position = { 50 25 30 } }

		locator = { name = "ship_6"			position = { 20 20 30 } rotation = { 60 10 -130 } }
		locator = { name = "debris_medium_02"		position = { -10 -15 -10 } }

		locator = { name = "ship_5"			position = { -40 -25 -40 } rotation = { 56 1 25 } }
		locator = { name = "debris_large"			position = { 0 0 0 } }

		locator = { name = "ship_4"			position = { 60 30 30 } rotation = { 165 6 18 } }
		locator = { name = "debris_small"			position = { -60 -5 -60 } }

		locator = { name = "ship_3"			position = { -60 -30 -25 } rotation = { 20 -10 80 } }
		locator = { name = "debris_medium_01"		position = { 90 15 50 } }

		locator = { name = "ship_2"			position = { 10 5 40 } rotation = { 19 63 175 } }
		locator = { name = "debris_medium_02"		position = { -30 -25 -45 } }

		locator = { name = "ship_1"			position = { 4 -30 15 } rotation = { 184 27 18 } }
		locator = { name = "debris_large"			position = { 0 -30 0 } }

		attach = { debris_small			= "debris_small_01_entity" }
		attach = { debris_medium_01		= "debris_medium_01_entity" }
		attach = { debris_medium_02		= "debris_medium_02_entity" }
		attach = { debris_large			= "debris_large_01_entity" }
		attach = { ship_7			= "debris_entity" }
		attach = { ship_6			= "abandoned_ship_destroyed_entity" }
	#	attach = { ship_5			= "" }
		attach = { ship_4			= "debris_entity" }
		attach = { ship_3			= "abandoned_ship_destroyed_entity" }
	#	attach = { ship_2			= "" }
		attach = { ship_1			= "debris_entity" }

	cull_radius = 1000
	scale = 1.0
}

#########################################################################
#####																#####
#####							Weird stuff							#####
#####																#####
#########################################################################

entity = {
	name = "space_cloud_section_entity"
	scale = 1

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

entity = {
	name = "crystal_ship_section_entity"
	scale = 1

	locator = {
		name = "root"
	}
}

entity = {
	name = "crystal_ship_small_section_entity"
	scale = 1

	locator = {
		name = "root"
	}
}

entity = {
	name = "abandoned_ship_section_entity"
	scale = 1

	locator = {
		name = "root"
	}
}

entity = {
	name = "probe_section_entity"
	scale = 1

	locator = {
		name = "root"
	}
}

entity = {
	name = "ancient_drone_section_entity"
	scale = 1

	locator = {
		name = "root"
	}
}


#########################################################################
#####																#####
#####						Environment stuff						#####
#####																#####
#########################################################################


entity = {
	name = "ark_ship_section_entity"
	scale = 1

	locator = {
		name = "root"
	}
}

@whalescale = 5

entity = {
	name = "space_whale_section_entity"
	pdxmesh = "whale_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = space_whale_idle } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0.5 node = "gib_locator_01" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 2.5 node = "gib_locator_02" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 1.5 node = "gib_locator_03" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.5 node = "gib_locator_04" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 0.2 node = "gib_locator_05" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 5.4 node = "gib_locator_06" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 4.0 node = "gib_locator_07" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { time = 1.0 node = "gib_locator_08" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = no }
		event = { sound = { soundeffect = space_whale_death } }
	}

	scale = @whalescale
}
#red
entity = {
	name = "space_whale_red_section_entity"
	pdxmesh = "whale_red_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = space_whale_idle } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0.5 node = "gib_locator_01" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "gib_locator_02" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "gib_locator_03" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.5 node = "gib_locator_04" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "gib_locator_05" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.4 node = "gib_locator_06" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "gib_locator_07" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.0 node = "gib_locator_08" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { sound = { soundeffect = space_whale_death } }
	}

	scale = @whalescale
}
#orange
entity = {
	name = "space_whale_orange_section_entity"
	pdxmesh = "whale_orange_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = space_whale_idle } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0.5 node = "gib_locator_01" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "gib_locator_02" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "gib_locator_03" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.5 node = "gib_locator_04" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "gib_locator_05" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.4 node = "gib_locator_06" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "gib_locator_07" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.0 node = "gib_locator_08" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { sound = { soundeffect = space_whale_death } }
	}

	scale = 1
}

entity = {
	name = "space_whale_albino_section_entity"
	pdxmesh = "whale_albino_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = space_whale_idle } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0.5 node = "gib_locator_01" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "gib_locator_02" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "gib_locator_03" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.5 node = "gib_locator_04" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "gib_locator_05" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.4 node = "gib_locator_06" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "gib_locator_07" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.0 node = "gib_locator_08" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { sound = { soundeffect = space_whale_death } }
	}

	scale = 2
}

entity = {
	name = "space_whale_reanimated_section_entity"
	pdxmesh = "whale_reanimated_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "head_tips" particle = "reanimated_space_whale_head_effect" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "right_side_tentacle_03" particle = "reanimated_space_whale_trail_effect" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "left_side_tentacle_03" particle = "reanimated_space_whale_trail_effect" keep_particle = yes trigger_once = yes}

	start_event = { trigger_once = yes sound = { soundeffect = space_whale_idle } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0

		event = { time = 0 node = "head_tips" particle = "reanimated_space_whale_head_effect" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "right_side_tentacle_03" particle = "reanimated_space_whale_trail_effect" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "left_side_tentacle_03" particle = "reanimated_space_whale_trail_effect" keep_particle = yes trigger_once = yes}

	}



	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0.5 node = "gib_locator_01" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.5 node = "gib_locator_02" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "gib_locator_03" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.5 node = "gib_locator_04" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "gib_locator_05" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.4 node = "gib_locator_06" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "gib_locator_07" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.0 node = "gib_locator_08" particle = "space_whale_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { sound = { soundeffect = space_whale_death } }
	}

	scale = @whalescale
	game_data = {
		#vUVAnimationDir
		#vUVAnimationTime
		uv_animation_speed 		= 0.05
		uv_animation_direction 	= { 1.0 1.0 }
	}
}

entity = {
	name = "space_whale_5_entity"
	# Mandatory empty entity
	locator = { name = "root" }
}

entity = {
	name = "space_whale_station_section_entity"
	locator = { name = "root" position = { 0 -10 0 } rotation = { 0 90 0 } }
	attach = { root = "space_whale_albino_section_entity" } # Attaching a normal albino whale to an invisible entity with a rotated locator to flip it vertically!

	scale = @whalescale
}

entity = {
	name = "space_whale_clonable_section_entity"
	locator = { name = "root" }
	attach = { root = "space_whale_albino_section_entity" }

	scale = @whalescale
}

entity = {
	name = "small_dead_tiyanki_entity"
	pdxmesh = "leviathan_01_elder_tiyanki_gibbed_mesh"
	locator = { name = "part1" }

	meshsettings = {
			name = "polySurface25Shape"
			index = 0
			texture_diffuse = "elder_tiyanki_dead_01_diffuse.dds"
			texture_normal = "elder_tiyanki_dead_01_normal.dds"
			texture_specular = "elder_tiyanki_dead_01_specular.dds"
			shader = "PdxMeshShip"
		}

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { node = "ship_main" particle = "elder_tiyanki_gibbed_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 0.5
}

entity = {
	name = "ancient_mining_drone_entity"
	locator = { name = "root" }
	locator = { name = "part1" }

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = 1.0
}

entity = {
	name = "ancient_corvette_entity"
	locator = { name = "root" }
	locator = { name = "part1" }

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}

entity = {
	name = "ancient_destroyer_entity"
	locator = { name = "root" }
	locator = { name = "part1" }

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}

entity = {
	name = "ancient_corvette_hull_entity"
	pdxmesh = "ancient_drone_mesh"
	locator = { name = "root" }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "engine_small_01" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_01_2" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_02_2" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_025_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_015_exhaust_circle_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_05" particle = "generic_015_exhaust_circle_idle" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ancient_drone_idle } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "engine_small_01" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_01_2" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_02_2" particle = "generic_015_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_06_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_025_exhaust_circle_long_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_05" particle = "generic_025_exhaust_circle_long_moving" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "root" particle = "medium_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed } }
	}

	scale = 3.5
}


entity = {
	name = "ancient_mining_drone_hull_entity"
	pdxmesh = "ancient_drone_mining_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "ancient_drone_mining_idle" } }
		event = { time = 0 node = "engine_small_01" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.46 node = "explosion_locator2" particle = "ship_explosion_particle" }

		event = { time = 0.5 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "explosion_locator1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 0.0 node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	scale = 1.75
}


entity = {
	name = "ancient_destroyer_hull_entity"
	pdxmesh = "ancient_destroyer_mesh"

	locator = { name = "medium_gun_01" position = { 0 0 0 } }
	locator = { name = "medium_gun_02" position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "ancient_drone_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_1_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "explosion_locator6" particle = "massive_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	scale = 1.2
}

entity = {
	name = "ancient_drone_station_entity"
	pdxmesh = "ancient_drone_station_mesh"

	default_state = "idle"
	state = { name = "idle"	 state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "ancient_drone_station_idle" } }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_orange_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	state_time = 5
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_orange_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 3 looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }

		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	locator = { name = "explosion_1" position = { 0 6 0 } }
	locator = { name = "explosion_2" position = { 5 7 1 } }
	locator = { name = "explosion_3" position = { 0 -10 2 } }
	scale = 1.5



}

entity = {
	name = "ancient_drone_01_mining_station_entity"
	pdxmesh = "ancient_drone_station_mesh"

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

	default_state = "idle"
	state = { name = "idle"	 state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "ancient_drone_station_idle" } }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_orange_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	state_time = 5
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_orange_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 3 looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }

		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	locator = { name = "explosion_1" position = { 0 6 0 } }
	locator = { name = "explosion_2" position = { 5 7 1 } }
	locator = { name = "explosion_3" position = { 0 -10 2 } }
	scale = 1.5
}

entity = {
	name = "primitive_space_station_entity"
	pdxmesh = "primitive_space_station_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	scale = 1.0
}

entity = {
	name = "sensor_station_01_entity"
	pdxmesh = "sensor_station_mesh"

	locator = { name = "part1" }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_sensor_station_01_idle" } }
		event = { time = 1.0 node = "light_locator_01" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.025 node = "light_locator_02" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.05 node = "light_locator_03" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.0 node = "light_locator_04" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	scale = 1.0
}

entity = {
	name = "cargo_container_01_entity"
	pdxmesh = "cargo_container_01_mesh"
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.15 }
	scale = 1.0
}
entity = {
	name = "cargo_container_02_entity"
	pdxmesh = "cargo_container_02_mesh"
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.15 }
	scale = 1.0
}

entity = {
	name = "cargo_container_old_01_entity"
	pdxmesh = "cargo_container_old_01_mesh"
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.15 }
	scale = 1.0
}
entity = {
	name = "cargo_container_old_02_entity"
	pdxmesh = "cargo_container_old_02_mesh"
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.15 }
	scale = 1.0
}

@amoeba_mom_scale = 7.0
@amoeba_scale = 1.5
@amoeba_fighter = 1.0

entity = {
	name = "space_amoeba_large_section_entity"
	pdxmesh = "space_amoeba_mom_mesh"

	locator = { name = "strike_craft_spawn_locator" 	position = { 0 0 0 } rotation = { 90 0 0 } }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 3.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "tentacle_locator_01"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_02"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_03"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_04"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "squirt_loc_1"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_2"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.8 node = "squirt_loc_3"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.5 node = "squirt_loc_4"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_5"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.4 node = "squirt_loc_6"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.2 node = "squirt_loc_7"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.1 node = "squirt_loc_10"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	scale = @amoeba_mom_scale

	game_data = {
		size = 15
		emissive_recolor_crunch = 0.0
	}
}

entity = {
	name = "space_amoeba_medium_entity"
	pdxmesh = "space_amoeba_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_scale
}

entity = {
	name = "space_amoeba_medium_reanimated_entity"
	pdxmesh = "space_amoeba_reanimated_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
		event = { time = 0 node = "tail_base" particle = "reanimated_amoeba_medium_trail_effect" keep_particle = yes trigger_once = yes}
		start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "tail_base" particle = "reanimated_amoeba_medium_trail_effect" keep_particle = yes trigger_once = yes}
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
		uv_animation_direction = { 0.0 1.0 }
		uv_animation_speed = 0.05
	}

	scale = @amoeba_scale
}

entity = {
	name = "space_amoeba_small_entity"
	pdxmesh = "space_amoeba_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_fighter
}

#black/dark version

entity = {
	name = "space_amoeba_large_section_dark_entity"
	pdxmesh = "space_amoeba_mom_dark_mesh"

	locator = { name = "strike_craft_spawn_locator" 	position = { 0 0 0 } rotation = { 90 0 0 } }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 3.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "tentacle_locator_01"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_02"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_03"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_04"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "squirt_loc_1"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_2"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.8 node = "squirt_loc_3"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.5 node = "squirt_loc_4"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_5"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.4 node = "squirt_loc_6"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.2 node = "squirt_loc_7"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.1 node = "squirt_loc_10"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	scale = @amoeba_mom_scale


	game_data = {
		size = 15
		emissive_recolor_crunch = 0.0
	}
}

#bright green
entity = {
	name = "space_amoeba_large_section_bright_entity"
	pdxmesh = "space_amoeba_mom_bright_mesh"

	locator = { name = "part1" 	position = { 0 0 0 } }
	locator = { name = "strike_craft_spawn_locator" 	position = { 0 0 0 } rotation = { 90 0 0 } }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 3.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "tentacle_locator_01"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_02"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_03"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_04"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "squirt_loc_1"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_2"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.8 node = "squirt_loc_3"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.5 node = "squirt_loc_4"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_5"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.4 node = "squirt_loc_6"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.2 node = "squirt_loc_7"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.1 node = "squirt_loc_10"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	scale = @amoeba_mom_scale

	game_data = {
		size = 15
		emissive_recolor_crunch = 0.0
	}
}
#black and white
entity = {
	name = "space_amoeba_large_darkwhite_entity"
	pdxmesh = "space_amoeba_mom_darkwhite_mesh"

	locator = { name = "strike_craft_spawn_locator" 	position = { 0 0 0 } rotation = { 90 0 0 } }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 3.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "tentacle_locator_01"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_02"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_03"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_04"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "squirt_loc_1"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_2"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.8 node = "squirt_loc_3"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.5 node = "squirt_loc_4"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_5"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.4 node = "squirt_loc_6"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.2 node = "squirt_loc_7"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.1 node = "squirt_loc_10"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	scale = @amoeba_mom_scale

	game_data = {
		size = 15
		emissive_recolor_crunch = 0.0
	}
}

############### REANIMATED ###############

entity = {
	name = "space_amoeba_large_reanimated_entity"
	pdxmesh = "space_amoeba_mom_reanimated_mesh"

	locator = { name = "strike_craft_spawn_locator" 	position = { 0 0 0 } rotation = { 90 0 0 } }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 3.05 animation_speed = 1.0
		event = { time = 0 node = "body_main"	particle = "reanimated_amoeba_mother_body_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_amoeba_reanimated_idle_lp" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "body_main"	particle = "reanimated_amoeba_mother_body_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "tentacle_locator_01"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_02"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_03"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "tentacle_locator_04"	particle = "amoeba_trail_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "squirt_loc_1"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_2"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.8 node = "squirt_loc_3"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.5 node = "squirt_loc_4"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.4 node = "squirt_loc_5"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.4 node = "squirt_loc_6"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 1.2 node = "squirt_loc_7"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { time = 0.1 node = "squirt_loc_10"	particle = "amoeba_gib_squirt_effect" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "amb_amoeba_reanimated_death_os" } }
	}

	scale = @amoeba_mom_scale

	game_data = {
		size = 15
		emissive_recolor_crunch = 0.0
		ship_color = hsv { 0.0 0.0 0.0 1.0 }
		uv_animation_direction = { 0.0 1.0 }
		uv_animation_speed = 0.05
	}
}
entity = {
	name = "space_amoeba_medium_dark_entity"
	pdxmesh = "space_amoeba_dark_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_scale
}

entity = {
	name = "space_amoeba_small_dark_entity"
	pdxmesh = "space_amoeba_dark_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_fighter
}

#end dark version

#dark white version
entity = {
	name = "space_amoeba_medium_darkwhite_entity"
	pdxmesh = "space_amoeba_darkwhite_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 1.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_scale
}



entity = {
	name = "space_amoeba_small_darkwhite_entity"
	pdxmesh = "space_amoeba_darkwhite_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}


	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_fighter
}

#end dark white version


#green
entity = {
	name = "space_amoeba_medium_green_entity"
	pdxmesh = "space_amoeba_green_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_scale
}

entity = {
	name = "space_amoeba_small_green_entity"
	pdxmesh = "space_amoeba_green_mesh"

	default_state = idle
	state = { name = "idle"	animation = "moving" animation_blend_time = 3.05 animation_speed = 2.0
	start_event = { trigger_once = yes sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
	}

	state = { name = "death"	animation = "death" animation_blend_time = 1.05 animation_speed = 1.0 looping = no
		event = { time = 2.4 particle = "amoeba_gib_squirt_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "gun_01"
	}

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = @amoeba_fighter
}

#end green

entity = {
	name = "space_amoeba_entity"
	cull_radius = 70

	default_state = idle
	state = { name = "idle" state_time = 3
	#event = { sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving" state_time = 4 }

	state = { name = "death" state_time = 12 looping = no
	#event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "part1"
	}

	game_data = {
		size = 20
		emissive_recolor_crunch = 0.0
	}

	scale = 1
}

entity = {
	name = "space_amoeba_mother_entity"
	cull_radius = 70

	default_state = idle
	state = { name = "idle" state_time = 3
	#event = { sound = { soundeffect = "space_amoeba_idle" } }
	}

	state = { name = "moving" state_time = 4 }

	state = { name = "death" state_time = 12 looping = no
	#event = { trigger_once = yes sound = { soundeffect = "space_amoeba_death" } }
	}

	locator = {
		name = "part1"
	}

	game_data = {
		size = 20
		emissive_recolor_crunch = 0.0
	}

	scale = 1
}


@whale_effect_scale = 10
entity = {
	name = "space_whale_1_entity"
	cull_radius = 100

	default_state = idle
	state = { name = "idle" state_time = 1 }

	state = { name = "moving" state_time = 1 }

	state = { name = "death" state_time = 13.3 looping = no }

	locator = {
		name = "part1"
	}

	game_data = {
		size = @whale_effect_scale
	  	raytrace_projectiles = no
  		dissolve_on_death = 13.0
		ship_color = hsv { 0.55 0.4 0.4 0.1 }
	}

	scale = 1
}

entity = {
	name = "space_whale_2_entity"
	cull_radius = 100

	default_state = idle
	state = { name = "idle" state_time = 1 }

	state = { name = "moving" state_time = 1 }

	state = { name = "death" state_time = 13.3 looping = no }

	locator = {
		name = "part1"
	}

	game_data = {
		size = @whale_effect_scale
	  	raytrace_projectiles = no
  		dissolve_on_death = 13.0
		ship_color = hsv { 0.02 0.4 0.4 0.1 }
	}

	scale = 1
}

entity = {
	name = "space_whale_3_entity"
	cull_radius = 100

	default_state = idle
	state = { name = "idle" state_time = 1 }

	state = { name = "moving" state_time = 1 }

	state = { name = "death" state_time = 13.3 looping = no }

	locator = {
		name = "part1"
	}

	game_data = {
		size = @whale_effect_scale
	  	raytrace_projectiles = no
  		dissolve_on_death = 13.0
		ship_color = hsv { 0.07 0.6 0.6 0.1 }
	}

	scale = 1
}

entity = {
	name = "space_whale_4_entity"
	cull_radius = 100

	default_state = idle
	state = { name = "idle" state_time = 1 }

	state = { name = "moving" state_time = 1 }

	state = { name = "death" state_time = 13.3 looping = no }

	locator = {
		name = "part1"
	}

	game_data = {
		size = @whale_effect_scale
	  	raytrace_projectiles = no
  		dissolve_on_death = 13.0
		ship_color = hsv { 0.3 0.8 0.4 1.0 }
	}

	scale = 1
}

entity = {
	name = "space_cloud_entity"
	pdxmesh = "space_cloud_mesh"
	locator = { name = "part1" }
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
			event = { time = 0 node = "star_mid" particle = "cloud_entity_center_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "left_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "left_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "right_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "right_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "top_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "top_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "left_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "left_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "right_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "right_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

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

	state = { name = "attack"	animation = "attack" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "star_mid" particle = "cloud_entity_center_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "left_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "left_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "right_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "right_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "top_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "top_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "left_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "left_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		#event = { time = 0 node = "right_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		#event = { time = 0 node = "right_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
	}

	state = { name = "moving"	animation = "move" animation_blend_time = 0.3 animation_speed = 0.5
		event = { time = 0 node = "star_mid" particle = "cloud_entity_center_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "right_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "top_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "top_arm_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "left_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "left_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "right_leg_shoulder" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_1" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_2" particle = "cloud_entity_arm_big_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "right_leg_tip" particle = "cloud_entity_arm_small_particle" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0.0 animation_speed = 0.5 looping = no
		event = { time = 0.9 node = "root" particle = "cloud_entity_death_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "space_cloud_death" } }
	}

	game_data = {
		size = 15
	}


	scale = 2
}

entity = {
	name = "swarm_01_lost_swarm_adult_entity"
	pdxmesh = "swarm_01_warship_large_mesh"

	default_state = "idle"
	state = { name = "idle"			animation = "idle"		animation_blend_time = 0.45
		start_event = { trigger_once = yes sound = { soundeffect = "swarm_large_warship_idle" } }
		start_event = { trigger_once = yes sound = { soundeffect = "swarm_generic_idle" } }
	}
	state = { name = "moving"		animation = "moving"		animation_blend_time = 0.45 animation_speed = 1 }
	state = { name = "death"		animation = "death"		animation_blend_time = 0.45 looping = no
		event = { time = 0.0 node = "gib_locator_01"	particle = "swarm_gib_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "gib_locator_02"	particle = "swarm_gib_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.1 node = "gib_locator_03"	particle = "swarm_gib_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.4 node = "gib_locator_04"	particle = "swarm_gib_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "swarm_large_warship_death" } }
	}

		locator = { name = "large_gun_01" position = { 0 0 0 } }
		locator = { name = "large_gun_02" position = { 0 0 0 } }
		locator = { name = "large_gun_03" position = { 0 0 0 } }
		locator = { name = "part1" 	position = { 0 0 0 } }

	scale = 1.0
}

###################################################################################
###																				###
###									MISC										###
###																				###
###################################################################################

entity = {
	name = "ftl_trail_entity"
	cull_radius = 50.0

	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "warp_residue_particle" keep_particle = yes }
}

	scale = 5.0
}




entity = {
	name = "scaffold_entity"
	pdxmesh = "scaffold_mesh"
}

entity = {
	name = "probe_entity"
	pdxmesh = "probe_mesh"
	locator = { name = "root" }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "light_02" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_03" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_04" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_05" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "probe_idle" } }

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

	state = { name = "moving"	animation = "moving" animation_blend_time = 1.05 animation_speed = 1.0
		event = { time = 0 node = "light_02" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_03" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_04" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_05" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_long_moving" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" animation_blend_time = 0 animation_speed = 1.0 looping = no
		event = { time = 0 node = "root" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed } }
	}

	scale = 1
}

entity = {
	name = "station_generic_01_entity"
	pdxmesh = "station_generic_01_mesh"
	scale = 4.0

	locator = { name = "part1" }

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_speed = 0.5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_generic_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no animation_blend_time = 100
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.5 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "small_2_player_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
}

entity = {
	name = "station_generic_01_damaged_entity"
	pdxmesh = "station_generic_01_damaged_mesh"
	scale = 4.0

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_speed = 0.5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_damaged_generic_station_idle" } }
		event = { time = 0 particle = "abandoned_station_dust_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }

		event = { time = 2.9 particle = "small_2_player_ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
}



entity = {
	name = "abandoned_ship_entity"
	pdxmesh = "abandoned_ship_mesh"
	locator = { name = "root" }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "abandoned_ship_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_035_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_015_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}
	scale = 1.7
}

entity = {
	name = "ark_ship_entity"
	pdxmesh = "ark_ship_mesh"
	scale = 1.15

	game_data = {
		size = @nomad_ark_scale
	}

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_010" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ark_ship_idle } }
	}

	state = { name = "moving"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_010" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" looping = no animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }

		event = { time = 1.5 node = "ark_explosion_locator1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 2.5 node = "ark_explosion_locator2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 2.7 node = "ark_explosion_locator3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 4 node = "ark_explosion_locator4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 6.2 node = "ark_explosion_locator5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 6.4 node = "ark_explosion_locator6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 7.5 node = "ark_explosion_locator7" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 8 node = "ark_explosion_locator8" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }

	}
}

entity = {
	name = "mammalian_ark_ship_entity"
	pdxmesh = "ark_ship_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_010" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ark_ship_idle } }
	}

	state = { name = "moving"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_010" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" looping = no animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }

		event = { time = 1.5 node = "ark_explosion_locator1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 2.5 node = "ark_explosion_locator2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 2.7 node = "ark_explosion_locator3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 4 node = "ark_explosion_locator4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 6.2 node = "ark_explosion_locator5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 6.4 node = "ark_explosion_locator6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 7.5 node = "ark_explosion_locator7" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 8 node = "ark_explosion_locator8" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }

	}

	meshsettings = {
		texture_diffuse = "ark_ship_mammalian_textures_diffuse.dds"
	}
}

entity = {
	name = "eventship_08_entity"
	pdxmesh = "eventship_08_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = amb_event_ship_08_idle } }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no animation_speed = 0.5

		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
		event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}
	scale = 1.5
}


entity = {
	name = "abandoned_wormhole_station_01_entity"
	pdxmesh = "abandoned_wormhole_station_01_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_generator_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.2 node = "explosion_generator_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }

		event = { time = 0.5 node = "explosion_ring_up_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.8 node = "explosion_ring_up_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.1 node = "explosion_ring_up_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion_ring_up_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.4 node = "explosion_ring_up_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.6 node = "explosion_ring_up_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }

		event = { time = 0.8 node = "explosion_ring_down_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.2 node = "explosion_ring_down_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.25 node = "explosion_ring_down_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.7 node = "explosion_ring_down_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.0 node = "explosion_ring_down_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.7 node = "explosion_ring_down_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }

		event = { time = 2.9 node = "explosion_generator_1" particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.9 node = "explosion_generator_2" particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
}


entity = {
	name = "abandoned_ship_destroyed_entity"
	pdxmesh = "abandoned_ship_destroyed_mesh"
		default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "abandoned_ship_idle_amb" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_abandoned_ship_stinger" } }
	}
	scale = 0.4
}


entity = {
	name = "small_shield_impact_entity"
	pdxmesh = "shield_impact_mesh"
	locator = { name = "root" }
	scale = 12

	attach = { name = "hexagon"		root = "medium_shield_hexagon_impact_entity" }
}

entity = {
	name = "medium_shield_impact_entity"
	pdxmesh = "shield_impact_mesh"
	locator = { name = "root" }
	scale = 15

	attach = { name = "hexagon"		root = "medium_shield_hexagon_impact_entity" }
}

entity = {
	name = "large_shield_impact_entity"
	#pdxmesh = "large_shield_impact_mesh"
	pdxmesh = "shield_impact_mesh"
	locator = { name = "root" }
	scale = 25

	attach = { name = "hexagon"		root = "medium_shield_hexagon_impact_entity" }
}

entity = {
	name = "medium_shield_hexagon_impact_entity"
	pdxmesh = "shield_hexagon_impact_mesh"

	scale = 1
}


entity = {
	name = "small_shield_impact_looping_entity"
	pdxmesh = "shield_impact_looping_mesh"
	locator = { name = "root" }
	scale = 12

	attach = { name = "hexagon"		root = "medium_shield_hexagon_impact_looping_entity" }
}

entity = {
	name = "medium_shield_impact_looping_entity"
	pdxmesh = "shield_impact_looping_mesh"
	locator = { name = "root" }
	scale = 17

	attach = { name = "hexagon"		root = "medium_shield_hexagon_impact_looping_entity" }
}

entity = {
	name = "large_shield_impact_looping_entity"
	pdxmesh = "shield_impact_looping_mesh"
	locator = { name = "root" }
	scale = 25

	attach = { name = "hexagon"		root = "medium_shield_hexagon_impact_looping_entity" }
}

entity = {
	name = "medium_shield_hexagon_impact_looping_entity"
	pdxmesh = "shield_hexagon_impact_looping_mesh"

	scale = 1
}

	#	entity = {
	#		name = "crystal_base_entity"
	#		pdxmesh = "crystal_base_mesh"
	#		locator = { name = "light_pos" }
	#
	#		scale = 1.0
	#	}

#red
	#	entity = {
	#		name = "crystal_base_red_entity"
	#		pdxmesh = "crystal_base_red_mesh"
	#		locator = { name = "light_pos" }
	#
	#		scale = 1.0
	#	}
    #
	#	#yellow
	#	entity = {
	#		name = "crystal_base_green_entity"
	#		pdxmesh = "crystal_base_green_mesh"
	#		locator = { name = "light_pos" }
	#
	#		scale = 1.0
	#	}
    #
	#	#yellow
	#	entity = {
	#		name = "crystal_base_blue_entity"
	#		pdxmesh = "crystal_base_blue_mesh"
	#		locator = { name = "light_pos" }
	#
	#		scale = 1.0
	#	}

	@largecrystalsship = 0.7
	@largecrystalshipeffect = 15

entity = {
	name = "crystal_ship_large_entity"
	pdxmesh = "crystal_ship_large_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = "explosion_locator" particle = "large_crystal_ship_purple_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_red_entity"
	pdxmesh = "crystal_ship_large_red_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_red_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_red_elite_entity"
	pdxmesh = "crystal_ship_large_red_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_red_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}
	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_green_entity"
	pdxmesh = "crystal_ship_large_green_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_green_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_green_elite_entity"
	pdxmesh = "crystal_ship_large_green_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_green_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_yellow_entity"
	pdxmesh = "crystal_ship_large_yellow_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_yellow_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_yellow_elite_entity"
	pdxmesh = "crystal_ship_large_yellow_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_yellow_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_blue_entity"
	pdxmesh = "crystal_ship_large_blue_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_blue_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @largecrystalsship
}

entity = {
	name = "crystal_ship_large_blue_elite_entity"
	pdxmesh = "crystal_ship_large_blue_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "large_crystal_ship_blue_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_large_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_ship_large_death" } }
	}

	game_data = {
		size = @largecrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @largecrystalsship
}

	@mediumcrystalship = 0.9
@mediumcrystalshipeffect = 10

entity = {
	name = "crystal_ship_entity"
	pdxmesh = "crystal_ship_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		#start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_purple_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}


#red
entity = {
	name = "crystal_ship_red_entity"
	pdxmesh = "crystal_ship_red_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_red_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}

entity = {
	name = "crystal_ship_red_elite_entity"
	pdxmesh = "crystal_ship_red_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_red_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}
#GREEN
entity = {
	name = "crystal_ship_green_entity"
	pdxmesh = "crystal_ship_green_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_green_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}

entity = {
	name = "crystal_ship_green_elite_entity"
	pdxmesh = "crystal_ship_green_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_green_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}

#YELLOW
entity = {
	name = "crystal_ship_yellow_entity"
	pdxmesh = "crystal_ship_yellow_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_yellow_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}

entity = {
	name = "crystal_ship_yellow_elite_entity"
	pdxmesh = "crystal_ship_yellow_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_yellow_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}
#BLUE
entity = {
	name = "crystal_ship_blue_entity"
	pdxmesh = "crystal_ship_blue_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_blue_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}

entity = {
	name = "crystal_ship_blue_elite_entity"
	pdxmesh = "crystal_ship_blue_elite_mesh"
	locator = { name = "light_pos" }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "medium_crystal_ship_blue_death_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_death" } }
	}

	game_data = {
		size = @mediumcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @mediumcrystalship
}

@smallcrystalship = 1.1
@smallcrystalshipeffect = 10

#small red
entity = {
	name = "crystal_ship_small_red_entity"
	pdxmesh = "crystal_ship_small_red_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_red_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#small red elite
entity = {
	name = "crystal_ship_small_red_elite_entity"
	pdxmesh = "crystal_ship_small_red_elite_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_red_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#small yellow
entity = {
	name = "crystal_ship_small_yellow_entity"
	pdxmesh = "crystal_ship_small_yellow_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_yellow_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#small yellow elite
entity = {
	name = "crystal_ship_small_yellow_elite_entity"
	pdxmesh = "crystal_ship_small_yellow_elite_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_yellow_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}


#small green
entity = {
	name = "crystal_ship_small_green_entity"
	pdxmesh = "crystal_ship_small_green_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_green_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#small green elite
entity = {
	name = "crystal_ship_small_green_elite_entity"
	pdxmesh = "crystal_ship_small_green_elite_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_green_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#small blue
entity = {
	name = "crystal_ship_small_blue_entity"
	pdxmesh = "crystal_ship_small_blue_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_blue_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#small blue elite
entity = {
	name = "crystal_ship_small_blue_elite_entity"
	pdxmesh = "crystal_ship_small_blue_elite_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_blue_death_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {
		size = @smallcrystalshipeffect
		emissive_recolor_crunch = 0.0
	}

	scale = @smallcrystalship
}

#crystal station
entity = {
	name = "crystal_station_entity"
	pdxmesh = "crystal_station_mesh"

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}
entity = {
	name = "crystal_station_red_entity"
	pdxmesh = "crystal_station_red_mesh"

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}
entity = {
	name = "crystal_station_green_entity"
	pdxmesh = "crystal_station_green_mesh"

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}
entity = {
	name = "crystal_station_blue_entity"
	pdxmesh = "crystal_station_blue_mesh"

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}
entity = {
	name = "crystal_station_yellow_entity"
	pdxmesh = "crystal_station_yellow_mesh"

	game_data = {
		emissive_recolor_crunch = 0.0
	}
	scale = 1.0
}


entity = {
	name = "crystal_ship_small_entity"
	pdxmesh = "crystal_ship_small_mesh"
	locator = { name = "light_pos"			position = { 0  0 	0 	} }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		#event = { time = 0 node = "light_pos" light = "crystal_ship_light" }
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "crystal_ship_idle" } }
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = root2 particle = "crystal_ship_center_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = root2 particle = "crystal_ship_exhaust_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 2.0 node = root particle = "crystal_ship_purple_death_effect" trigger_once = yes keep_particle = yes }
	}
	scale = @smallcrystalship


	game_data = {
		emissive_recolor_crunch = 0.0
	}
}

entity = {
	name = "alien_racing_ship_entity"
	pdxmesh = "eventship_06_mesh"

	scale = 1.2

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_06_idle" } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

##########################
##        Critter Weapon Entities
##########################

# Amoeba Weapons

entity = {
	name = "small_space_amoeba_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "medium_space_amoeba_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "large_space_amoeba_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Cloud Weapons

entity = {
	name = "small_space_cloud_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "medium_space_cloud_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "large_space_cloud_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Crystals Weapons

entity = {
	name = "small_crystal_ship_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "medium_crystal_ship_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "large_crystal_ship_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Mining Drone Weapons

entity = {
	name = "small_mining_drone_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "medium_mining_drone_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Space Whale Weapons

entity = {
	name = "small_space_whale_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "medium_space_whale_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "large_space_whale_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Swarm Weapons

entity = {
	name = "small_scourge_projectile_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

entity = {
	name = "medium_scourge_projectile_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Extradimensional

entity = {
	name = "medium_probe_lightning_weapon_entity"

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

	locator = {
		name = "turret_muzzle_01"
	}
}

# Horde

entity = {
	name = "horde_void_dwelling_entity"
	clone = "station_generic_01_entity"
}

entity = {
	name = "starbase_marauder_entity"
	clone = "station_generic_01_entity"
	scale = 14
}

entity = {
	name = "pirate_01_starbase_marauder_construction_entity"
	clone = "station_generic_01_entity"
	scale = 14
}

entity = {
	name = "starbase_gatebuilders_entity"
	clone = "station_generic_01_entity"
	scale = 14
}


entity = {
	name = "nomad_cruiser_entity"
	pdxmesh = "eventship_05_mesh"
	scale = 1.1

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		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_event_ship_05_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" }

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

		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

	locator = {
		name = "root"
	}
}

entity = {
	name = "starbase_caravaneer_entity"
	clone = "station_generic_01_entity"
	scale = 2
}

entity = {
	name = "lesser_messenger_01_entity"
	pdxmesh = "lesser_messenger_01_mesh"

	locator = {
		name = "root"
	}

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		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 }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_event_ship_04_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed_big_explosion } }
	}

}

entity = {
	name = "tannhauser_gate_01_entity"
	pdxmesh = "tannhauser_gate_01_mesh"

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

entity = {
	name = "tannhauser_gate_01_locator_entity"

	locator = {
		name = "tannhauser_locator"
		position = { 0 0 0 }
		rotation = { 35 68 21 }
	}

	attach = { "tannhauser_locator" = "tannhauser_gate_01_entity" }
}


### ANCIENT MINING DRONES EXPANSION FLEET BARGE

entity = {
	name = "ancient_mining_expansion_barge_entity"
	pdxmesh = "ark_ship_mesh"
	scale = 1.25

	game_data = {
		size = @nomad_ark_scale
	}

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_010" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = ark_ship_idle } }
	}

	state = { name = "moving"	animation = "idle" animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_075_exhaust_line_moving" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_05" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_06" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_07" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_010" particle = "ship_light_orange_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death"	animation = "death" looping = no animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node = "engine_large_01" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_green_05_exhaust_line_idle" keep_particle = yes trigger_once = yes }

		event = { time = 1.5 node = "ark_explosion_locator1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 2.5 node = "ark_explosion_locator2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 2.7 node = "ark_explosion_locator3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 4 node = "ark_explosion_locator4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 6.2 node = "ark_explosion_locator5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 6.4 node = "ark_explosion_locator6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 7.5 node = "ark_explosion_locator7" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }
		event = { time = 8 node = "ark_explosion_locator8" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = ship_destroyed_big_explosion } }

	}
}

entity = {
	name = "ancient_mining_expansion_drone_entity"
	locator = { name = "root" }
	locator = { name = "part1" }

	game_data = {
		emissive_recolor_crunch = 0.0
	}

	scale = 1.0
}

### BECOME THE CRISIS SHIPS

### Corvette
entity = {
	name = "crisis_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_corvette_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" 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 = 8.9 node = "ship_main" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" 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 = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
}

# M1S1
entity = {
	name = "crisis_corvette_M1S1_entity"
	#name = "pirate_01_pirate_corvette_M1S1_entity"
	pdxmesh = "pirate_01_corvette_M1S1_mesh"

	locator = { #Section slot
		name = "part1"
		position = { 0 0 0 }
	}

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

	}
	state = { name = "death" state_time = 5 }
	scale = 1.05

	#attach = { medium_gun_01 = "pirate_01_medium_kinetic_gun_entity" }
	#attach = { small_gun_01 = "pirate_01_small_kinetic_gun_entity" }
}

# S3
entity = {
	name = "crisis_corvette_S3_entity"
	#name = "pirate_01_pirate_corvette_S3_entity"
	pdxmesh = "pirate_01_corvette_S3_mesh"

	locator = { #Section slot
		name = "part1"
		position = { 0 0 0 }
	}

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "space_pirate_small_ship" } }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

	}
	state = { name = "death" state_time = 5 }
	scale = 1.05

}

### Destroyer
entity = {
	name = "crisis_destroyer_entity"
	pdxmesh = "molluscoid_01_destroyer_frame_mesh"

	default_state = "idle"
	state = { name = "idle"		animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_destroyer_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 8.15 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.15 node = "part1_locator" particle = "ship_burn_particle" }

		event = { time = 8.15 node = "part2_locator" particle = "ship_burn_particle" }
		event = { time = 8.15 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }

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

		event = { time = 18.56 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 18.56 node = "part2" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.05 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 4.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.6 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 4.6 node = "part2_locator" particle = "ship_burn_particle" }

		event = { time = 18.56 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 18.56 node = "part2" particle = "large_ship_explosion_particle" 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 = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "part2_local_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.4 node = "part2_local_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.6 node = "part2_local_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.83 node = "part2_local_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.1 node = "part2_local_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.5 node = "part2_local_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.93 node = "part2_explosion_locator" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 12.83 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
}

# 1M2S1M
entity = {
	name = "crisis_destroyer_1M2S1M_entity"
	#name = "pirates_destroyer01_1m_2s_1m_entity"
	pdxmesh = "pirates_destroyer01_1m_2s_1m_mesh"

	locator = { #Section slot
		name = "part1"
		position = { 0 0 0 }
	}

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

	}
	state = { name = "death" state_time = 5 }
	scale = 1.25


#	attach = { medium_gun_01 = "pirate_01_medium_kinetic_gun_entity" }
#	attach = { medium_gun_02 = "pirate_01_medium_kinetic_gun_entity" }
#	attach = { small_gun_01 = "pirate_01_small_kinetic_gun_entity" }
#	attach = { small_gun_02 = "pirate_01_small_kinetic_gun_entity" }
}

# 1L2S
entity = {
	name = "crisis_destroyer_1L2S_entity"
	#name = "pirates_destroyer01_1l_2s_entity"
	pdxmesh = "pirates_destroyer01_1l_2s_mesh"

	locator = { #Section slot
		name = "part1"
		position = { 0 0 0 }
	}

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	scale = 1.25

}

### Cruiser

entity = {
	name = "crisis_cruiser_entity"
	locator = { name = "part1"			position = {  0 0 0	} }
	game_data = {
		size = 12
	}
}

entity = {
	name = "crisis_cruiser_hull_entity"
	#name = "pirate_01_cruiser_hull_entity"
	pdxmesh = "pirate_01_cruiser_mesh"
	scale = 1.25

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_cruiser_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { time = 0 node = "engine_medium_01" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_red_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "moving_out_cruiser" } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "massive_ship_explosion_particle" }

		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion" } }
		event = { time = 1.6 node = "explosion_2" particle = "ship_explosion_particle" }
		event = { time = 2.83 node = "explosion_3" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion" } }
		event = { time = 3.26 node = "explosion_4" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion_large" } }
		event = { time = 3.9 node = "explosion_5" particle = "ship_explosion_particle" }
		event = { time = 4.1 node = "explosion_6" particle = "ship_explosion_particle" sound = { soundeffect = "ship_destroyed" } }
	}

#	attach = { medium_gun_01 = "pirate_01_medium_kinetic_gun_entity" }
#	attach = { medium_gun_02 = "pirate_01_medium_kinetic_gun_entity" }
#	attach = { small_gun_01 = "pirate_01_small_kinetic_gun_entity" }
#	attach = { small_gun_02 = "pirate_01_small_kinetic_gun_entity" }
#	attach = { small_gun_03 = "pirate_01_small_kinetic_gun_entity" }
#	attach = { large_gun_01 = "pirate_01_large_kinetic_gun_entity" }

}

entity = {
	name = "payback_site_ship_entity"
	pdxmesh = "test_object_mesh"
	#state = { name = "idle"	animation = "idle" }
	scale = 3
}

###################################################################################
###																				###
###								Pre FTL ships									###
###																				###
###################################################################################

entity = {
    name = "pre_ftl_chemical_ship_entity"
	   pdxmesh = "space_age_01_pre_ftl_ship_01_frame_mesh"

       default_state = "idle"
       state = { name = "idle"   animation = "idle" animation_blend_time = 1 }
       state = { name = "moving"    animation = "idle" animation_blend_time = 1 }
       state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no
 		event = { time = 16.56 node = "rootShip" particle = "pre_ftl_chemical_death_explosion_effect"  sound = { soundeffect = ship_destroyed }}
  }
 #	attach = { root = "pre_ftl_chemical_ship_mesh_entity" }

}
entity = {
    name = "pre_ftl_chemical_ship_mesh_entity"
    pdxmesh = "space_age_01_pre_ftl_ship_01_mesh"
        default_state = "idle"
        state = { name = "idle"   animation = "idle" animation_blend_time = 4
   		event = { time = 0.0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" keep_particle = yes trigger_once = yes  }

        event = { time = 0 node = "light_locator_01" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 1 node = "light_locator_02" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 2 node = "light_locator_03" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 3 node = "light_locator_04" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 4 node = "light_locator_05" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 5 node = "light_locator_06" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 6 node = "light_locator_07" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 7 node = "light_locator_08" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 8 node = "light_locator_09" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
        event = { time = 9 node = "light_locator_10" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preflt_combustion_idle" } }
    }
    state = { name = "moving"       animation = "idle" animation_blend_time = 2
 		event = { time = 0.0 node = "engine_medium_01" particle = "pre_ftl_01_engine_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_manouever_01" particle = "pre_ftl_01_manouever_engine_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_manouever_02" particle = "pre_ftl_01_manouever_engine_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_manouever_03" particle = "pre_ftl_01_manouever_engine_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_manouever_04" particle = "pre_ftl_01_manouever_engine_effect" keep_particle = yes trigger_once = yes  }

	event = { time = 0 node = "light_locator_01" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 1 node = "light_locator_02" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 2 node = "light_locator_03" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 3 node = "light_locator_04" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 4 node = "light_locator_05" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 5 node = "light_locator_06" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 6 node = "light_locator_07" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 7 node = "light_locator_08" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 8 node = "light_locator_09" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    event = { time = 9 node = "light_locator_10" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = {soundeffect = "fc_ship_preftl_combustion_move"}}
    }
        state = { name = "death"   animation = "death"  chance = 1      looping = no

  	event = { time = 0.0 node = "explosion_locator_01" particle = "pre_ftl_075_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 3.5 node = "explosion_locator_02" particle = "pre_ftl_1_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 6.0 node = "explosion_locator_03" particle = "pre_ftl_1_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 8.0 node = "explosion_locator_04" particle = "pre_ftl_075_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 4.5 node = "explosion_locator_05" particle = "pre_ftl_1_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed} }
 }
    scale = 1.0
}

entity = {
	name = "pre_ftl_laser_ship_entity"
	pdxmesh = "space_age_01_pre_ftl_ship_02_frame_mesh"

	default_state = "idle"
	state = { name = "idle"   animation = "idle" animation_blend_time = 1 }
    state = { name = "moving"    animation = "idle" animation_blend_time = 1 }
    state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no
 		event = { time = 19.86 node = "rootShip" particle = "pre_ftl_laser_death_explosion_effect" sound = {soundeffect = ship_destroyed}}
	}


}

entity = {
	name = "pre_ftl_laser_ship_mesh_entity"
	pdxmesh = "space_age_01_pre_ftl_ship_02_mesh"
	locator = { name = "root"         position = { 0  0  0 } }

	default_state = "idle"
	state = { name = "idle"   animation = "idle" animation_blend_time = 1
	start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preftl_laser_idle" } }
		event = { time = 0.0 node = "engine_small_01" particle = "generic_025_exhaust_circle_idle" keep_particle = yes trigger_once = yes  }
	    event = { time = 0 node = "light_locator_01" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
    	state = { name = "moving"    animation = "idle" animation_blend_time = 1
		event = { time = 0 node = "light_locator_01" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
   		event = { time = 1 node = "light_locator_02" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 2 node = "light_locator_03" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 3 node = "light_locator_04" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 4 node = "light_locator_05" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 5 node = "light_locator_06" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 6 node = "light_locator_07" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 7 node = "light_locator_08" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 8 node = "light_locator_09" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "engine_small_01" particle = "pre_ftl_02_engine_effect" keep_particle = yes trigger_once = yes  }
			start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preftl_laser_move" } }
	}
    state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no
  	event = { time = 0.0 node = "explosion_locator_01" particle = "pre_ftl_075_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 3.5 node = "explosion_locator_02" particle = "pre_ftl_050_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 6.0 node = "explosion_locator_03" particle = "pre_ftl_075_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
  	event = { time = 10.0 node = "explosion_locator_04" particle = "pre_ftl_050_explosion_effect" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}  }
	}
}

# COLONY SHIP

entity = {
    name = "pre_ftl_colony_vessel_entity"
	   pdxmesh = "space_age_01_pre_ftl_colony_vessel_frame_mesh"

       default_state = "idle"
       state = { name = "idle"   animation = "idle" animation_blend_time = 1 }
       state = { name = "moving"    animation = "idle" animation_blend_time = 1 }
       state = { name = "death" animation = "death" animation_blend_time = 0 chance = 1 looping = no
 		event = { time = 16.56 node = "rootShip" particle = "pre_ftl_chemical_death_explosion_effect"  sound = { soundeffect = ship_destroyed }}
  }
  scale = 1.3
}

entity = {
	name = "pre_ftl_colony_vessel_mesh_entity"
	pdxmesh = "space_age_01_pre_ftl_colony_vessel_mesh"


	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 1
	start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preflt_combustion_idle" } }
		event = { time = 0.0 node = "engine_small_01" particle = "generic_025_exhaust_circle_idle" keep_particle = yes trigger_once = yes  }
	    event = { time = 0 node = "light_locator_01" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 node = "light_locator_02" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 2 node = "light_locator_03" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 3 node = "light_locator_04" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 4 node = "light_locator_05" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 5 node = "light_locator_06" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 6 node = "light_locator_07" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 7 node = "light_locator_08" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
    	event = { time = 8 node = "light_locator_09" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
    state = { name = "moving"	animation = "idle" animation_blend_time = 1
        event = { time = 0 node = "light_locator_01" particle = "pre_ftl_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 node = "engine_small_01" particle = "pre_ftl_02_engine_effect" keep_particle = yes trigger_once = yes  }
		start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preftl_combustion_move" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no}
	scale = 1.3

}

# Recovered Asset (Ship)
entity = {
	name = "slaver_01_payback_warship_frame_entity"
	pdxmesh = "fc_01_evil_slaver_ship_frame_mesh"

	default_state = "idle"
    state = { name = "idle"   animation = "idle" animation_blend_time = 1 animation_speed = .6 }
    state = { name = "moving"    animation = "idle" animation_blend_time = 1 animation_speed = .6 }
    state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no
  	event = { time = 14.9 particle = "evil_slaver_ship_explosion_death" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_destroyed" } }
	}
	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "slaver_01_payback_warship_entity"
	pdxmesh = "fc_01_evil_slaver_ship_mesh"

	default_state = "idle"
    state = { name = "idle"   animation = "idle" animation_blend_time = 1 animation_speed = .6 state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preftl_slaver_fixed_idle" } }
			event = { time = 0.0 particle = "evil_slaver_ship_engine_idle" keep_particle = yes trigger_once = yes  }
	}

    state = { name = "moving"    animation = "idle" animation_blend_time = 1 animation_speed = .6 state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "fc_ship_preftl_laser_move" } }
			event = { time = 0.0 particle = "evil_slaver_ship_engine" keep_particle = yes trigger_once = yes}
	}
    state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no
   	event = { time = 1.50 node = "PartBottom_joint" particle = "evil_slaver_15_ship_explosion" keep_particle = yes trigger_once = yes  }

 	event = { time = 0.4 node = "explosion_locator_01" particle = "evil_slaver_125_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }
  	event = { time = 5.5 node = "explosion_locator_02" particle = "evil_slaver_1_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }
  	event = { time = 7.0 node = "explosion_locator_03" particle = "evil_slaver_15_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }
  	event = { time = 9.0 node = "explosion_locator_04" particle = "evil_slaver_1_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }
  	event = { time = 6.0 node = "explosion_locator_05" particle = "evil_slaver_075_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }
  	event = { time = 7.0 node = "explosion_locator_06" particle = "evil_slaver_125_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }
  	event = { time = 4.0 node = "explosion_locator_07" particle = "evil_slaver_075_ship_explosion" keep_particle = yes trigger_once = yes sound = {soundeffect = ship_destroyed}   }

 # 	event = { time = 14 particle = "evil_slaver_ship_explosion_death" keep_particle = yes trigger_once = yes  }

	}


}


# Recovered Asset (Habitat)
entity = {
	name = "fc_01_evil_slaver_hab_entity"
	pdxmesh = "fc_01_evil_slaver_hab_mesh"
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = .6
			event = { time = 0.0 particle = "evil_slaver_habitat_engine" keep_particle = yes trigger_once = yes  }
}
	#Also added hangar locators called "hangar_01, hangar_02 and hangar_03"

	scale = 1.1
	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}
}


entity = {
	name = "fc_01_evil_slaver_hab_frame_entity"
	pdxmesh = "fc_01_evil_slaver_hab_frame_mesh"
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_speed = .6}
	#Also added hangar locators called "hangar_01, hangar_02 and hangar_03"

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}
}




# Evil Slaver Ship Destroyed
entity = {
	name = "slaver_01_payback_warship_destroyed_entity"
	pdxmesh = "fc_01_evil_slaver_ship_destroyed_mesh"
	locator = { name = "debris1"	position = { 0 0 0 } scale = 0.5  }
	attach = { debris1 = "debris_small_01_entity" }
}

# Evil Slaver Ship Turret
entity = {
	name = "slaver_01_turret_missile_large_entity"
	pdxmesh = "fc_01_evil_slaver_ship_turret_mesh"
}
entity = {
	name = "slaver_01_large_kinetic_gun_entity"
	pdxmesh = "fc_01_evil_slaver_ship_turret_mesh"
}
entity = {
	name = "slaver_01_large_laser_gun_entity"
	pdxmesh = "fc_01_evil_slaver_ship_turret_mesh"
}
entity = {
	name = "slaver_01_large_turret_entity"
	pdxmesh = "fc_01_evil_slaver_ship_turret_mesh"
}
entity = {
	name = "slaver_01_turret_energy_torpedo_entity"
	pdxmesh = "fc_01_evil_slaver_ship_turret_mesh"
}

entity = {
	name = "cosmo_crisis_destroyer_entity"
	locator = { name = "part1" 	position = { 0 0 0 } }
	pdxmesh = "fallen_empire_02_warship_small_mesh"
	scale = 0.7

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_07" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_08" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_09" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_10" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_11" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_12" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		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 = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_07" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_08" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_09" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_10" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_11" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_medium_12" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_1_25_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_25_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10

	}
}

entity = {
	name = "cosmo_crisis_battlecruiser_entity"
	locator = { name = "part1" 	position = { 0 0 0 } }
	pdxmesh = "fallen_empire_02_warship_large_mesh"

	#TEMP  REMOVE WHEN BUG IS SOLVED
	#locator = { name = "large_gun_01_l" position = { 0 0 0 } }
	#locator = { name = "large_gun_01_r" position = { 0 0 0 } }
	locator = { name = "large_gun_02" position = { 0 0 0 } }
	#
	#
	#locator = { name = "large_gun_01" position = { 0 0 0 } }
	#locator = { name = "large_gun_02" position = { 0 0 0 } }
	#
	#locator = { name = "medium_gun_01_l" position = { 0 0 0 } }
	#locator = { name = "medium_gun_02_l" position = { 0 0 0 } }
	#locator = { name = "medium_gun_03_l" position = { 0 0 0 } }
	#locator = { name = "medium_gun_04_l" position = { 0 0 0 } }
	#locator = { name = "medium_gun_01_r" position = { 0 0 0 } }
	#locator = { name = "medium_gun_02_r" position = { 0 0 0 } }
	#locator = { name = "medium_gun_03_r" position = { 0 0 0 } }
	#locator = { name = "medium_gun_04_r" position = { 0 0 0 } }
	scale = 0.8

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_5_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_1_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_5_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_1_25_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_25_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_25_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_25_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_1_25_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10
		event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

}

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

entity = {
	name = "cosmo_crisis_titan_section_entity"
	pdxmesh = "fallen_empire_02_titan_mesh"
	locator = { name = "part1" 	position = { 0 0 0 } }
	scale = 1.4

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

		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		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_large_03" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_1_exhaust_circle_idle" trigger_once = yes keep_particle = yes }


		start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_titan_idle" }}
	}
	state = { name = "moving" animation = "idle"
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "generic_1_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_1_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_1_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_1_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }


	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0 node = "explosion_locator1" particle = "large_ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed" } }
		event = { time = 1 node = "explosion_locator2" particle = "large_ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed" } }
		event = { time = 2 node = "explosion_locator3" particle = "large_ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed" } }
		event = { time = 3 node = "explosion_locator4" particle = "large_ship_explosion_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "ship_destroyed" } }
	}

	# XL weapon windup locator names: xl_windup_1-16

}

###################################################################################
###																				###
###									Monadic Qerr								###
###																				###
###################################################################################

entity = {
	name = "monadic_qerr_entity"
	pdxmesh = "monadic_qerr_mesh"

	game_data = {
		emissive_recolor_crunch = 2.0
	}

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

	state = { name = "moving" animation = "idle"
			event = { time = 0 node = "ball_joint" particle = "monadic_qerr_exhaust_effect" trigger_once = yes keep_particle = yes
			sound = { soundeffect = cyb_monadic_qerr_move }
			}

	}

	state = { name = "death" animation = "death" looping = no
		event = { time = 0.4 node = "ball_joint" particle = "monadic_qerr_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 0.8 sound = { soundeffect = ship_destroyed } }
		event = { time = 1.2 sound = { soundeffect = ship_destroyed } }
	}
}

# Habitat Destroyed

entity = {
	name = "habitat_destroyed_01_entity"
	pdxmesh = "habitat_destroyed_01_mesh"
	locator = { name = "debris1"	position = { 0 3 0 } }
	attach = { debris1 = "debris_small_01_entity" }
}
