	#	entity = {
	#		name = "crystal_station_large_rings_entity"
	#		pdxmesh = "crystal_station_large_rings_mesh"
	#	}

entity = {
	name = "crystal_station_large_rings_Z_entity"
	pdxmesh = "crystal_station_large_rings_Z_mesh"
}

entity = {
	name = "crystal_station_large_base_entity"
	pdxmesh = "crystal_station_large_base_mesh"
}

entity = {
	name = "crystal_station_large_rings_X_entity"
	pdxmesh = "crystal_station_large_rings_X_mesh"
}

animation = {
	name = "crystal_station_large_frame_idle_animation"
	file = "crystal_station_large_idle.anim"
}

animation = {
	name = "crystal_station_large_frame_death_animation"
	file = "crystal_station_large_death.anim"
}

entity = {
	name = "crystal_station_large_entity"
	pdxmesh = "crystal_station_large_frame_mesh"

	locator = { name = "part1" 	position = { 0 0 0 } }
	
	default_state = "idle"
	state = { name = "idle" state_time = 5.0 animation = "idle_animation"
		event = { time = 0 particle = "energy_core_effect2" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "amb_large_crystal_station_idle" } }
	}
	
	state = { name = "death" animation = "death_animation" looping = no animation_blend_time = 10
		event = { time = 0.0 particle = "energy_core2_expand_on_death" keep_particle = yes trigger_once = yes }
		event = { time = 1.9 particle = "crystal_station_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "amb_large_crystal_station_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_amb_large_crystal_station_death" } }
	}
	
	attach = { main = "crystal_station_large_base_entity" }
	attach = { main = "crystal_station_large_rings_X_entity" }
	attach = { main = "crystal_station_large_rings_Z_entity" }
	scale = 1.4
}
