
@destroyer_scale = 10
@corvette_scale = 6.2
@cruiser_scale = 15
@battleship_scale = 22.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 13.0
@science_scale = 1.0
@constructor_scale = 12.0
@military_station_large = 15.0
@orbital_station = 17
@research_station = 13
@mining_station = 13
@small_trail_W = 10
@small_trail_L = 60
@medium_trail_W = 25
@medium_trail_L = 150
@large_trail_W = 50
@large_trail_L =  300


	########################################################################
	########														########
	########					Turrets								########
	########														########
	########################################################################


	entity = {
		name = "synthetics_01_turret_projectile_large_entity"
		pdxmesh = "synthetics_01_turret_projectile_large_mesh"

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

		game_data = {
			emissive_recolor_crunch = 3.0
			}
	}

	entity = {
		name = "synthetics_01_turret_projectile_medium_entity"
		pdxmesh = "synthetics_01_turret_projectile_medium_mesh"

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

		game_data = {
			emissive_recolor_crunch = 3.0

			}
	}

	entity = {
		name = "synthetics_01_turret_projectile_small_entity"
		pdxmesh = "synthetics_01_turret_projectile_small_mesh"

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

		game_data = {
			emissive_recolor_crunch = 3.0

			}
	}

	entity = {
		name = "synthetics_01_missle_entity"
		pdxmesh = "arthropoid_01_missile_mesh"

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


		scale = 1
	}

	entity = {
		name = "synthetics_01_turret_energy_torpedo_entity"
		pdxmesh = "synthetics_01_turret_projectile_large_mesh"

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

	entity = {
		name = "synthetics_01_turret_torpedo_entity"
		pdxmesh = "synthetics_01_turret_missile_medium_mesh"

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

entity = {
	name = "synthetics_01_turret_point_defence_entity"
	pdxmesh = "synthetics_01_turret_point_defence_mesh"

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

entity = {
	name = "synthetics_01_large_laser_gun_entity"
	pdxmesh = "synthetics_01_turret_projectile_large_mesh"
}

entity = {
	name = "synthetics_01_medium_laser_gun_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

entity = {
	name = "synthetics_01_small_laser_gun_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_turret_missile_small_entity"
	pdxmesh = "synthetics_01_turret_missile_small_mesh"
}

entity = {
	name = "synthetics_01_turret_missile_medium_entity"
	pdxmesh = "synthetics_01_turret_missile_medium_mesh"
}

entity = {
	name = "synthetics_01_turret_missile_large_entity"
	pdxmesh = "synthetics_01_turret_missile_large_mesh"
}

entity = {
	name = "synthetics_01_large_kinetic_gun_entity"
	pdxmesh = "synthetics_01_turret_projectile_large_mesh"
}

entity = {
	name = "synthetics_01_medium_kinetic_gun_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

entity = {
	name = "synthetics_01_small_kinetic_gun_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

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


# Amoeba Weapons

entity = {
	name = "synthetics_01_small_space_amoeba_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

entity = {
	name = "synthetics_01_large_space_amoeba_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_large_mesh"
}

# Space Cloud Weapons

entity = {
	name = "synthetics_01_small_space_cloud_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_large_space_cloud_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_large_mesh"
}

# Crystal Weapons

entity = {
	name = "synthetics_01_small_crystal_ship_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

entity = {
	name = "synthetics_01_large_crystal_ship_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_large_mesh"
}

# Mining Drone Weapons

entity = {
	name = "synthetics_01_small_mining_drone_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_medium_mining_drone_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

# Space Whale Weapons

entity = {
	name = "synthetics_01_small_space_whale_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_medium_space_whale_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

entity = {
	name = "synthetics_01_large_space_whale_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_large_mesh"
}

# Swarm Weapons

entity = {
	name = "synthetics_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_small_mesh"
}

entity = {
	name = "synthetics_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "synthetics_01_turret_projectile_medium_mesh"
}

######## XL Turret ###########

entity = {
	name = "synthetics_01_turret_xl_entity"
	pdxmesh = "synthetics_01_turret_xl_mesh"

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

	game_data = {
		emissive_recolor_crunch = 3.0
	}

	scale = 1
}



	########################################################################
	########														########
	########					Military Ships						########
	########														########
	########################################################################


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

entity = {
	name = "synthetics_01_corvette_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = syn_ship_corvette_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = syn_ship_corvette_move } }
	}

	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "synthetics_01_050_ship_explosion_effect"  }
		event = { time = 6.79 node = "part1_locator" particle = "synthetics_01_075_ship_explosion_effect"  }

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

		event = { time = 8.9 node = "ship_main" particle = "synthetics_01_15_ship_explosion_effect" 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 = "synthetics_01_050_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

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

		event = { time = 10.83 node = "part1" particle = "synthetics_01_15_ship_explosion_effect" 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 = "synthetics_01_15_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 0.0 node = "ship_main" particle = "synthetics_01_050_ship_explosion_effect"  }
		event = { time = 1.6 node = "ship_main" particle = "synthetics_01_050_ship_explosion_effect"  }
		event = { time = 2.83 node = "ship_main" particle = "synthetics_01_025_ship_explosion_effect" }
		event = { time = 3.26 node = "ship_main" particle = "synthetics_01_050_ship_explosion_effect"}
		event = { time = 3.9 node = "ship_main" particle = "synthetics_01_050_ship_explosion_effect"  }
		event = { time = 4.1 node = "ship_main" particle = "synthetics_01_025_ship_explosion_effect"}
	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}

    scale = 1.0
}



entity = {
	name = "synthetics_01_corvette_M1S1_entity"
	pdxmesh = "synthetics_01_corvette_M1S1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
			event = { time = 0.0 node = "engine_large_01" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_large_02" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }

			event = { time = 0.0 node = "engine_medium_01" particle = "synthetics_01_075_ship_exhaust" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_medium_02" particle = "synthetics_01_075_ship_exhaust" keep_particle = yes trigger_once = yes  }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}

    scale = 1.0
}

entity = {
	name = "synthetics_01_corvette_S3_entity"
	pdxmesh = "synthetics_01_corvette_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
			event = { time = 0.0 node = "engine_large_01" particle = "synthetics_01_150_ship_exhaust" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_large_02" particle = "synthetics_01_150_ship_exhaust" keep_particle = yes trigger_once = yes  }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}

    scale = 1.0
}


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

# FRAME


entity = {
	name = "synthetics_01_destroyer_entity"
	pdxmesh = "synthetics_01_destroyer_frame_mesh"

	default_state = "idle"
	state = { name = "idle"		animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "syn_ship_destroyer_idle" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = "syn_ship_destroyer_move" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.7 node = "partBack_joint" particle = "synthetics_01_025_ship_explosion_effect" }

		event = { time = 2.15 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" }

		event = { time = 4.15 node = "explosion_locator_04" particle = "synthetics_01_025_ship_explosion_effect" }

		event = { time = 6.3 node = "explosion_locator_02" particle = "synthetics_01_050_ship_explosion_effect" }

		event = { time = 9.85 node = "bodyRoot" particle = "synthetics_01_25_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		}

	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.7 node = "partBack_joint" particle = "synthetics_01_025_ship_explosion_effect" }

		event = { time = 3.05 node = "explosion_locator_01" particle = "synthetics_01_025_ship_explosion_effect" }

		event = { time = 3.4 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" }
		event = { time = 6.6 node = "explosion_locator_04" particle = "synthetics_01_025_ship_explosion_effect" }
		event = { time = 6.83 node = "explosion_locator_02" particle = "synthetics_01_025_ship_explosion_effect"}
		event = { time = 7.1 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" }
		event = { time = 7.5 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" }

		event = { time = 13.2 node = "explosion_locator_05" particle = "synthetics_01_15_ship_explosion_effect"}
		event = { time = 13.19 node = "explosion_locator_01" particle = "synthetics_01_15_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 0.7 node = "partBack_joint" particle = "synthetics_01_025_ship_explosion_effect" }

		event = { time = 1.05 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" }
		event = { time = 1.6 node = "explosion_locator_02" particle = "synthetics_01_025_ship_explosion_effect" }
		event = { time = 3.4 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" }
		event = { time = 6.6 node = "explosion_locator_04" particle = "synthetics_01_025_ship_explosion_effect" }
		event = { time = 6.83 node = "explosion_locator_02" particle = "synthetics_01_025_ship_explosion_effect"}
		event = { time = 7.1 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" }
		event = { time = 7.5 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" }

		event = { time = 13.22 node = "explosion_locator_05" particle = "synthetics_01_15_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 13.22 node = "explosion_locator_01" particle = "synthetics_01_15_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {

		emissive_recolor_crunch = 3.0

	}

#	attach = { part1 = "synthetics_01_destroyer_bow_L1_entity" }
#	attach = { part2 = "synthetics_01_destroyer_stern_S2_entity" }

}



#######  destroyer bow sections  #######

entity = {
	name = "synthetics_01_destroyer_bow_L1_entity"
	pdxmesh = "synthetics_01_destroyer_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {

		emissive_recolor_crunch = 3.0

	}
}

entity = {
	name = "synthetics_01_destroyer_bow_M1S2_entity"
	pdxmesh = "synthetics_01_destroyer_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {

		emissive_recolor_crunch = 3.0

	}
}

entity = {
	name = "synthetics_01_destroyer_bow_S3_entity"
	pdxmesh = "synthetics_01_destroyer_bow_S3_mesh"

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

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

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

	game_data = {

		emissive_recolor_crunch = 3.0

	}
}

#######  destroyer stern sections  #######

entity = {
	name = "synthetics_01_destroyer_stern_S2_entity"
	pdxmesh = "synthetics_01_destroyer_stern_S2_mesh"

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

	}
	state = { name = "moving" state_time = 5
			event = { time = 0.0 node = "engine_large_01" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_large_02" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }
	}
	state = { name = "death" state_time = 5 }

	game_data = {

		emissive_recolor_crunch = 3.0

	}
}

entity = {
	name = "synthetics_01_destroyer_stern_M1_entity"
	pdxmesh = "synthetics_01_destroyer_stern_M1_mesh"

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

	}
	state = { name = "moving" state_time = 5
			event = { time = 0.0 node = "engine_large_01" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }
			event = { time = 0.0 node = "engine_large_02" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }
	}
	state = { name = "death" state_time = 5 }

	game_data = {

		emissive_recolor_crunch = 3.0

	}
}


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

#######  cruiser frame  #######

entity = {
	name = "synthetics_01_cruiser_entity"
	pdxmesh = "synthetics_01_cruiser_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "syn_ship_cruiser_idle" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "syn_ship_cruiser_move" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.4 node = "part1" particle = "synthetics_01_050_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 3.4 node = "part1" particle = "ship_burn_particle_timed" }

		event = { time = 1.4 node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 3.8 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 7.7 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 4.1 node = "explosion_locator_04" particle = "synthetics_01_075_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 6.2 node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 5.4 node = "explosion_locator_06" particle = "synthetics_01_075_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 6.0 node = "part2" particle = "synthetics_01_050_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }
		event = { time = 6.0 node = "part2" particle = "ship_burn_particle_timed" }

		event = { time = 8.0 node = "part3" particle = "ship_burn_particle_timed" }
		event = { time = 8.0 node = "part3" particle = "synthetics_01_075_ship_explosion_effect" sound = { soundeffect = "ship_explosion"} }

		event = { time = 11.45 node = "part1" particle = "synthetics_01_4_ship_explosion_effect" sound = { soundeffect = "ship_destroyed" } }
		event = { time = 11.45 node = "part3" particle = "synthetics_01_3_ship_explosion_effect" sound = { soundeffect = "ship_destroyed" } }
	}

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}



#######  cruiser bow sections  #######

entity = {
	name = "synthetics_01_cruiser_bow_L1_entity"
	pdxmesh = "synthetics_01_cruiser_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_cruiser_bow_M1S2_entity"
	pdxmesh = "synthetics_01_cruiser_bow_M1S2_mesh"

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

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

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

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_cruiser_bow_M2_entity"
	pdxmesh = "synthetics_01_cruiser_bow_M2_mesh"

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

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

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

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

#######  cruiser mid sections  #######

entity = {
	name = "synthetics_01_cruiser_mid_S2HB_entity"
	pdxmesh = "synthetics_01_cruiser_mid_S2HB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_cruiser_mid_L1M1_entity"
	pdxmesh = "synthetics_01_cruiser_mid_L1M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_cruiser_mid_M3_entity"
	pdxmesh = "synthetics_01_cruiser_mid_M3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_cruiser_mid_M2S2_entity"
	pdxmesh = "synthetics_01_cruiser_mid_M2S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

#######  cruiser stern sections  #######

entity = {
	name = "synthetics_01_cruiser_stern_M1_entity"
	pdxmesh = "synthetics_01_cruiser_stern_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
		  event = { time = 0 node = "engine_large_01" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_cruiser_stern_S2_entity"
	pdxmesh = "synthetics_01_cruiser_stern_S2_mesh"

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

	}
	state = { name = "moving" state_time = 5
		  event = { time = 0 node = "engine_large_01" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }

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

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

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

#######  Battleship frame  #######

entity = {
	name = "synthetics_01_battleship_entity"
	pdxmesh = "synthetics_01_battleship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = syn_ship_battleship_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = syn_ship_battleship_move } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 12.5 node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 3.5 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 5.5 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.5 node = "explosion_locator_04" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 9.5 node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 6.5 node = "explosion_locator_06" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 4.5 node = "explosion_locator_07" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.2 node = "explosion_locator_08" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }


		event = { time = 15.15 node = "part1" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
		event = { time = 15.15 node = "part2" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
		event = { time = 15.15 node = "part3" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 2.5 node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 3.5 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 5.5 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.5 node = "explosion_locator_04" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 9.5 node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 6.5 node = "explosion_locator_06" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 4.5 node = "explosion_locator_07" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.2 node = "explosion_locator_08" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }


		event = { time = 12.8 node = "part1" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
		event = { time = 12.8 node = "part2" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
		event = { time = 12.8 node = "part3" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }

	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 2.5 node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 13.5 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 15.5 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.5 node = "explosion_locator_04" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 9.5 node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 6.5 node = "explosion_locator_06" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 14.5 node = "explosion_locator_07" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 17.2 node = "explosion_locator_08" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }


		event = { time = 23.2 node = "part1" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
		event = { time = 23.2 node = "part2" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
		event = { time = 23.2 node = "part3" particle = "synthetics_01_5_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
	}

	scale = 1.0

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

#	 attach = { part1 = "synthetics_01_battleship_bow_L1M1S2_entity" }
#	 attach = { part2 = "synthetics_01_battleship_mid_L2M2_entity" }
#	 attach = { part3 = "synthetics_01_battleship_stern_M2_entity" }
}



#######  Battleship bow sections  #######

entity = {
	name = "synthetics_01_battleship_bow_L1M1S2_entity"
	pdxmesh = "synthetics_01_battleship_bow_L1M1S2_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5}
	state = { name = "moving"	state_time = 5}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_bow_L2_entity"
	pdxmesh = "synthetics_01_battleship_bow_L2_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_bow_M1S2SHB_entity"
	pdxmesh = "synthetics_01_battleship_bow_M1S2SHB_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_bow_XL1_entity"
	pdxmesh = "synthetics_01_battleship_bow_XL1_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	# XL weapon windup locator names: xl_windup_1-10

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}



#######  Battleship mid sections  #######

entity = {
	name = "synthetics_01_battleship_mid_L2M2_entity"
	pdxmesh = "synthetics_01_battleship_mid_L2M2_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_mid_L3_entity"
	pdxmesh = "synthetics_01_battleship_mid_L3_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_mid_M4SHB_entity"
	pdxmesh = "synthetics_01_battleship_mid_M4SHB_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_mid_S4LHB_entity"
	pdxmesh = "synthetics_01_battleship_mid_S4LHB_mesh"

	default_state = "idle"
	state = { name = "idle"	state_time = 5
	}
	state = { name = "moving"	state_time = 5
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

#######  Battleship stern sections  #######

entity = {
	name = "synthetics_01_battleship_stern_L1_entity"
	pdxmesh = "synthetics_01_battleship_stern_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
		  event = { time = 0 node = "engine_large_01" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
		  event = { time = 0 node = "engine_small_01" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
		  event = { time = 0 node = "engine_small_02" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "synthetics_01_battleship_stern_M2_entity"
	pdxmesh = "synthetics_01_battleship_stern_M2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
	state = { name = "moving" state_time = 5
		  event = { time = 0 node = "engine_large_01" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
		  event = { time = 0 node = "engine_large_02" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
		  event = { time = 0 node = "engine_large_03" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
		  event = { time = 0 node = "engine_large_04" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
		  event = { time = 0 node = "engine_large_05" particle = "synthetics_01_350_ship_exhaust" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {

		uv_animation_speed 		= 0.03
		uv_animation_direction 	= { 1.4 0.0 }
	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}


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

entity = {
	name = "synthetics_01_bomber_entity"
	pdxmesh = "synthetics_01_bomber_mesh"

	game_data = {

		emissive_recolor_crunch = 3.0

	}

	scale = 0.8
}

entity = {
	name = "synthetics_01_droppod_entity"
	pdxmesh = "synthetics_01_drop_pod_mesh"

	game_data = {
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 1.0 0.0 }

	}

	scale = 1.0
}

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

######## Construction Ship ###########

entity = {
 name = "synthetics_01_constructor_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 0
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
	}
	state = { name = "working" animation = "idle" looping = no next_state = working_looping
	}
	state = { name = "working_looping" animation = "idle"
	}
	state = { name = "death" animation = "death3" 	animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.33 node = "ship_main" particle = "synthetics_01_4_ship_explosion_effect" }
	}

	game_data = {

	}

	scale = 1.0
}


entity = {
 name = "synthetics_01_construction_ship_entity"
	pdxmesh = "synthetics_01_construction_mesh"


	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 2
			start_event = { trigger_once = yes sound = { soundeffect = syn_ship_construction_ship_idle } }
	}
	state = { name = "moving" animation = "moving" animation_blend_time = 2 looping = no

		   event = { time = 0 node = "engine_small_01" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes 
					sound = { soundeffect = syn_ship_construction_ship_move }
					}
		   event = { time = 0 node = "engine_small_02" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes }
		   event = { time = 0 node = "engine_small_03" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes }
		   event = { time = 0 node = "engine_small_04" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes }

	}
	state = { name = "working" animation = "working_start" looping = no next_state = working_looping
	}
	state = { name = "working_looping" animation = "working_looping"

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

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

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

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

	}
	state = { name = "death" animation = "idle" looping = no

		event = { time = 0 		node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 		node = "explosion_locator_02" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.15 	node = "explosion_locator_03" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.4 	node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.4 	node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}

}



######## Colony Ship ###########

entity = {
	name = "synthetics_01_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.5 node = "ship_main" particle = "synthetics_01_3_ship_explosion_effect" }
	}

   	game_data = {

	}
}

entity = { name = "synthetics_01_sponsored_colonizer_entity" clone = "synthetics_01_colonizer_entity" }
entity = { name = "synthetics_01_guided_sapience_colonizer_entity" clone = "synthetics_01_colonizer_entity" }

entity = {
	name = "synthetics_01_colony_ship_entity"
	pdxmesh = "synthetics_01_colony_ship_mesh"

	   default_state = "idle"
	   state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = syn_ship_colony_ship_idle } }
		event = { time = 0.0 node = "light_locator_01" particle = "synthetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	   }
	   state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "synthetics_01_ship_light_effect" keep_particle = yes trigger_once = yes 
	   				sound = { soundeffect = syn_ship_colony_ship_move }
				}

			event = { time = 0 node = "engine_large_01" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes }
		   event = { time = 0 node = "engine_large_02" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes }

		   event = { time = 0 node = "engine_medium_01" particle = "synthetics_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_medium_02" particle = "synthetics_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_medium_03" particle = "synthetics_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_medium_04" particle = "synthetics_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_small_01" particle = "synthetics_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_small_02" particle = "synthetics_01_100_ship_exhaust" trigger_once = yes keep_particle = yes }
	   }
	   state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0.7 		node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1.2 		node = "explosion_locator_02" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.1 		node = "explosion_locator_03" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   }
	   

	game_data = {
        emissive_recolor_crunch = 3.0
    }

	scale = 1.0

	game_data = {
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 1.0 0.0 }

	}
}

######## Science Ship ###########

entity = {
 name = "synthetics_01_science_entity"
	pdxmesh = "molluscoid_01_corvette_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 = "death3" animation_blend_time = 1 chance = 1 looping = no animation_speed = 0.18
	event = { time = 4.5 node = "ship_main" particle = "synthetics_01_3_ship_explosion_effect" }
	}

	game_data = {

	}

}

entity = {
	name = "synthetics_01_science_ship_entity"
	pdxmesh = "synthetics_01_science_ship_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 looping = no animation_speed = 1.0 
				start_event = { trigger_once = yes sound = { soundeffect = syn_ship_science_ship_idle } }
			}
	state = { name = "moving"	animation = "moving" animation_blend_time = 2 looping = no animation_speed = 1.0
		event = { time = 0.0 node = "engine_medium_01" particle = "synthetics_01_150_ship_exhaust" keep_particle = yes trigger_once = yes  
					sound = { soundeffect = syn_ship_science_ship_move }
				}
		event = { time = 0.0 node = "engine_medium_02" particle = "synthetics_01_150_ship_exhaust" keep_particle = yes trigger_once = yes  }
		event = { time = 0.0 node = "engine_medium_03" particle = "synthetics_01_150_ship_exhaust" keep_particle = yes trigger_once = yes  }

		event = { time = 0.0 node = "engine_small_01" particle = "synthetics_01_100_ship_exhaust" keep_particle = yes trigger_once = yes  }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no animation_speed = 0.18
		event = { time = 0 		node = "explosion_locator_01" particle = "synthetics_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 		node = "explosion_locator_02" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.15 	node = "explosion_locator_03" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.1 	node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 4.1 	node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 4.1 	node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	}
	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 3.0
	}
}

######## Transport Ship ###########
entity = {
 name = "synthetics_01_transport_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	   default_state = "idle"
	   state = { name = "idle"	 animation = "idle" animation_blend_time = 4
	   }
	   state = { name = "moving"	animation = "idle" animation_blend_time = 2
	   }
	   state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		   event = { time = 4.5 node = "ship_main" particle = "synthetics_01_3_ship_explosion_effect" }
	   }
	scale = 1.0

	game_data = {

	}
}

entity = {
 name = "synthetics_01_transport_ship_entity"
	pdxmesh = "synthetics_01_transport_ship_mesh"

	   default_state = "idle"
	   state = { name = "idle" animation = "idle" looping = no state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = syn_ship_transport_ship_idle } }
	   }
	   state = { name = "moving" animation = "moving" looping = no state_time = 5
		   event = { time = 0 node = "engine_medium_01" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes 
	   				sound = { soundeffect = syn_ship_transport_ship_move }
					}
 		   event = { time = 0 node = "engine_medium_02" particle = "synthetics_01_200_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_small_01" particle = "synthetics_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
 		   event = { time = 0 node = "engine_small_02" particle = "synthetics_01_150_ship_exhaust" trigger_once = yes keep_particle = yes }
	   }
	   state = { name = "death" animation = "idle" chance = 1 looping = no state_time = 10

		event = { time = 0.7 		node = "explosion_locator_01" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1.2 		node = "explosion_locator_02" particle = "synthetics_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.1 		node = "explosion_locator_03" particle = "synthetics_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   }
	   
	game_data = {
		emissive_recolor_crunch = 3.0

	}

	game_data = {
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 1.0 0.0 }

	}
}

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

###################            STARBASE MODULES          ########################

entity = {
	name = "synthetics_01_orbital_station_assemblyyard_section_entity"
	pdxmesh = "synthetics_01_starbase_assemblyyard_section_mesh"

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

	game_data = {
		emissive_recolor_crunch = 3.0
	}

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

entity = {
	name = "synthetics_01_orbital_station_refinery_section_entity"
	pdxmesh = "synthetics_01_starbase_refinery_section_mesh"

	locator = { name = part1 }

	game_data = {
		emissive_recolor_crunch = 3.0
	}

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

entity = {
	name = "synthetics_01_orbital_station_science_section_entity"
	pdxmesh = "synthetics_01_starbase_science_section_mesh"


	game_data = {
		emissive_recolor_crunch = 3.0
	}

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

entity = {
	name = "synthetics_01_orbital_station_hangarbay_section_entity"
	pdxmesh = "synthetics_01_starbase_hangarbay_section_mesh"


	game_data = {
		emissive_recolor_crunch = 3.0
	}

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
}
###################            MILITARY STATION           ########################

entity = {
	name = "synthetics_01_military_station_small_entity"
	pdxmesh = "synthetics_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "synthetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.8 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.1 node = "explosion_locator_02" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 1.9 node = "part1" particle = "synthetics_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "synthetics_01_military_station_section_heavy_entity"
	pdxmesh = "synthetics_01_military_station_section_heavy_mesh"

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

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "synthetics_01_military_station_section_medium_entity"
	pdxmesh = "synthetics_01_military_station_section_medium_mesh"

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "synthetics_01_military_station_section_light_entity"
	pdxmesh = "synthetics_01_military_station_section_light_mesh"

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "synthetics_01_military_station_section_hangar_entity"
	pdxmesh = "synthetics_01_military_station_section_hangar_mesh"

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

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}


##################         	 HABITAT           ########################

entity = {
	name = "synthetics_01_habitat_phase_01_entity"
	pdxmesh = "synthetics_01_habitat_level_1_frame_mesh"

	attach = { "part1" = "synthetics_01_starbase_outpost_section_entity" }

	scale = 1

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

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 6.0
	}

	meshsettings = {
		shader = "PdxMeshTerra"
	}
}

entity = {
	name = "synthetics_01_habitat_phase_02_entity"
	pdxmesh = "synthetics_01_habitat_level_2_frame_mesh"

	attach = { "part1" 		 		= "synthetics_01_starbase_outpost_section_entity" }
	attach = { "part1" 		 		= "synthetics_01_habitat_phase_02_section_entity" }
	#attach = { "part3" 		 		= "synthetics_01_habitat_phase_02_section_entity" }
	#attach = { "part4" 		 		= "synthetics_01_habitat_phase_02_section_entity" }


	scale = 1

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

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 6.0
	}
}

entity = {
	name = "synthetics_01_habitat_phase_02_section_entity"
	pdxmesh = "synthetics_01_starbase_habitat_section_mesh"

		game_data = {
		emissive_recolor_crunch = 6.0
	}
}

entity = {
	name = "synthetics_01_habitat_phase_03_entity"
	pdxmesh = "synthetics_01_habitat_level_3_frame_mesh"
	locator = { name = part1 }
	locator = { name = explosion_effect position = { 0 3 0 } }

	scale = 1

	default_state = "habitat_idle"
	state = { name = "habitat_idle" state_time = 5 
			start_event = { trigger_once = yes sound = { soundeffect =  syn_ship_habitat_idle } }
			}
	state = { name = "construction" state_time = 5 }


	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 6.0
	}

	attach = { name = "station" part1 = "synthetics_01_habitat_phase_03_section_entity" }
	attach = { "part1" 		 		= "synthetics_01_starbase_outpost_section_entity" }
	attach = { "part1" 		 		= "synthetics_01_habitat_phase_02_section_entity" }
#	attach = { "part3" 		 		= "synthetics_01_habitat_phase_02_section_entity" }
#	attach = { "part4" 		 		= "synthetics_01_habitat_phase_02_section_entity" }
	attach = { "part1" 		 		= "synthetics_01_habitat_phase_03_section_entity" }

}

entity = {
	name = "synthetics_01_habitat_phase_03_section_entity"
	pdxmesh = "synthetics_01_starbase_habitat_level_3_mesh"


	default_state = "habitat_idle"
	state = { name = "habitat_idle" }

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

	game_data = {
		emissive_recolor_crunch = 6.0
	}
}

	########################################################################
	########														########
	########				Resource Stations						########
	########														########
	########################################################################

###################            MINING STATION           ########################

entity = {
	name = "synthetics_01_mining_station_entity"
	pdxmesh = "cybernetics_01_mining_station_frame_mesh"

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

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 looping = no
		event = { time = 19.3 node = "MainBody_joint" particle = "synthetics_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		event = { time = 1.0 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.50 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.20 node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#		event = { time = 7.40 node = "explosion_locator_05" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}
	scale = 1.5
	game_data = {
		size = @mining_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "synthetics_01_mining_station_section_entity"
	pdxmesh = "synthetics_01_mining_station_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25}
	state = { name = "death" animation = "death" animation_blend_time = 5 looping = no}
}

###################            RESEARCH STATION           #######################

entity = {
	name = "synthetics_01_research_station_entity"
	pdxmesh = "synthetics_01_science_station_frame_mesh"

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

	default_state = "idle"
	state = { name = "idle" animation = "idle"}
	state = { name = "death" animation = "death" looping = no
		event = { time = 16.5 node = "bodyRoot_joint" particle = "synthetics_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
}

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	scale = 1.0
}

entity = {
	name = "synthetics_01_research_station_section_entity"
	pdxmesh = "synthetics_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0.0 node = "light_locator_01" particle = "synthetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "synthetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
}
	state = { name = "death" animation = "death" animation_blend_time = 4.0 looping = no
		event = { time = 3.20 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7.30 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 10.1 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 12.0 node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}
}

	########################################################################
	########														########
	########					Other Stations						########
	########														########
	########################################################################

###################            WORMHOLE STATION           ########################

entity = {
	name = "synthetics_01_wormhole_station_entity"
	pdxmesh = "synthetics_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"}
	state = { name = "death" animation = "death" animation_blend_time = 4.0 looping = no
		event = { time = 3.20 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7.30 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 10.1 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 12.0 node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	scale = 1.0
}

###################            OBSERVATION STATION           ########################

entity = {
	name = "synthetics_01_observation_station_entity"
	pdxmesh = "synthetics_01_science_station_mesh"
	default_state = "idle"
	state = { name = "idle" animation = "idle"}
	state = { name = "death" animation = "death" animation_blend_time = 4.0 looping = no
		event = { time = 3.20 node = "explosion_locator_01" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 7.30 node = "explosion_locator_02" particle = "synthetics_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 10.1 node = "explosion_locator_03" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 12.0 node = "explosion_locator_04" particle = "synthetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}
	scale = 1
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "synthetics_01_wormhole_main_entity"
	pdxmesh = "blue_white_star_icon_mesh"
	scale = 10.0
}

entity = {
	name = "synthetics_01_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

	default_state = "idle"

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "synthetics_01_outpost_station_section_entity"
	pdxmesh = "synthetics_01_military_station_small_mesh"

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

	scale = 1.2
}

	########################################################################
	########														########
	########				Construction Entitys					########
	########														########
	########################################################################

	entity = {
		name = "synthetics_01_outpost_station_construction_entity"
		pdxmesh = "synthetics_01_military_station_small_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	
		scale = 1.2
	
	}
	
	entity = {
		name = "synthetics_01_military_station_small_construction_entity"
		pdxmesh = "synthetics_01_military_station_small_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	
		attach = { part1	= "synthetics_01_military_station_section_heavy_entity" }
		attach = { part2	= "synthetics_01_military_station_section_heavy_entity" }
	
		scale = 1.2
	
	}
	
	entity = {
		name = "synthetics_01_orbital_station_construction_entity"
		pdxmesh = "mammalian_01_orbital_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle" animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
	entity = {
		name = "synthetics_01_mining_station_construction_entity"
		pdxmesh = "synthetics_01_mining_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle" animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
			scale = 1.5
	}
	entity = {
		name = "synthetics_01_research_station_construction_entity"
		pdxmesh = "synthetics_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
		scale = 1
	}
	entity = {
		name = "synthetics_01_wormhole_station_construction_entity"
		pdxmesh = "synthetics_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
	entity = {
		name = "synthetics_01_observation_station_construction_entity"
		pdxmesh = "synthetics_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
	