#FRAME
entity = {
	name = "paragon_01_skrand_ship_01_frame_entity"
	pdxmesh = "paragon_01_skrand_ship_01_frame_mesh"
	locator = { name = "explosion" 	position = { 0 0 0 } }

	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 = 15 node = "explosion1" particle = "dreadnought_explosion_particle" trigger_once = yes sound = { soundeffect = ship_destroyed } }
	}
}

#SHIP
entity = {
	name = "paragon_01_skrand_ship_01_entity"
	pdxmesh = "paragon_01_skrand_ship_01_mesh"

	default_state = "idle"
    state = { name = "idle"   animation = "idle" animation_blend_time = 1 animation_speed = .6 state_time = 5 
		event = { time = 0 node = "engine_large_01" particle = "juggernaut_avian_exhaust_idle_l" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "juggernaut_avian_exhaust_idle_m" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "juggernaut_avian_exhaust_idle_m" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "juggernaut_avian_exhaust_idle_l" keep_particle = yes trigger_once = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "par_ship_skrand_idle" } }
	}
	
    state = { name = "moving"    animation = "idle" animation_blend_time = 1 animation_speed = .6 state_time = 5 
		event = { time = 0 node = "engine_large_01" particle = "juggernaut_avian_exhaust_main_moving_l" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_02" particle = "juggernaut_avian_exhaust_moving_m" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_03" particle = "juggernaut_avian_exhaust_moving_m" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large_04" particle = "juggernaut_avian_exhaust_main_moving_l" keep_particle = yes trigger_once = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "par_ship_skrand_move" } }
	}
    state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no
		event = { time = 0.0 node = "explosion1" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion2" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.0 node = "explosion3" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.8 node = "explosion4" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion5" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.8 node = "explosion6" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion7" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.0 node = "explosion8" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 5.6 node = "explosion9" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 6.0 node = "explosion10" particle = "juggernaut_hull_explosion_effect" keep_particle = yes trigger_once = yes }
		event = { time = 16 node = "explosion1" particle = "large_player_ship_explosion_particle" trigger_once = yes sound = { soundeffect = ship_destroyed } }
	}

}