@titan_scale = 30

@flowmap_speed = 0.12
@flowmap_intensity =  0.21	

entity = {
	name = "infernal_01_titan_entity"
	pdxmesh = "infernal_01_titan_frame_mesh"

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

	}
	state = { name = "moving" animation = "idle"
		event =  { trigger_once = yes sound = { soundeffect = "moving_out_titan" } }
		
	}
	state = { name = "death" animation = "death" looping = no 
		event = { time = 2.2 node = "explosion_locator_01" particle = "infernal_01_ship_local_burn_10_effect" }
		
		event = { time = 3.5 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 2.7 node = "explosion_locator_03" particle = "infernal_01_ship_local_burn_10_effect" }
		
		event = { time = 2 node = "explosion_locator_04" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 5.85 node = "explosion_locator_04" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 10.1 node = "explosion_locator_04" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 4.1 node = "explosion_locator_04" particle = "infernal_01_ship_local_burn_10_effect" }
		
		event = { time = 5.55 node = "explosion_locator_05" particle = "infernal_01_ship_explosion_50_effect" }
		event = { time = 5.85 node = "explosion_locator_05" sound = { soundeffect = "ship_explosion" } }
		event = { time = 5.55 node = "explosion_locator_05" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 5.55 node = "explosion_locator_05" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 10 node = "explosion_locator_05" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 5.55 node = "explosion_locator_06" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 5.55 node = "explosion_locator_06" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 10 node = "explosion_locator_06" particle = "infernal_01_ship_burn_short_effect" }
		event = { time = 5.55 node = "ship_explosion_locator_04" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 5.55 node = "ship_explosion_locator_04" particle = "infernal_01_ship_burn_long_effect" }
		event = { time = 10 node = "ship_explosion_locator_04" particle = "infernal_01_ship_burn_short_effect" }
		
		event = { time = 7.8 node = "explosion_locator_02" particle = "infernal_01_ship_explosion_30_effect"  }
		event = { time = 8.1 node = "explosion_locator_02" sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.8 node = "explosion_locator_02" particle = "infernal_01_ship_local_burn_10_effect" }
		event = { time = 7.8 node = "explosion_locator_02" particle = "infernal_01_ship_burn_long_effect" }
		
		event = { time = 8.8 node = "explosion_locator_07" particle = "infernal_01_ship_local_burn_05_effect" }
		
		event = { time = 10.5 node = "explosion_locator_08" particle = "infernal_01_ship_local_burn_10_effect" }

		event = { time = 13 node = "ship_explosion_locator_01" particle = "infernal_01_ship_explosion_130_effect" }
		event = { time = 13 node = "ship_explosion_locator_02" particle = "infernal_01_ship_explosion_210_effect" }
		event = { time = 13 node = "ship_explosion_locator_03" particle = "infernal_01_ship_explosion_80_effect" }
		event = { time = 13 node = "ship_explosion_locator_04" particle = "infernal_01_ship_explosion_130_effect" }
		event = { time = 13.3 node = "part2" sound = { soundeffect = ship_destroyed} }
	}
	attach = { "part1" 		 		= "infernal_01_titan_bow_entity" }
	attach = { "part2" 		 		= "infernal_01_titan_mid_entity" }
	attach = { "part3" 		 		= "infernal_01_titan_stern_entity"}
	attach = { "part4"				= "infernal_01_titan_bow2_entity"}
	
	
	game_data = {
		size = @titan_scale
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		
	}
}

entity = {
	name = "infernal_01_titan_bow_entity"
	pdxmesh = "infernal_01_titan_bow_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_11" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_07" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_09" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_11" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}


	game_data = {
        emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
    }
}

entity = {
	name = "infernal_01_titan_bow2_entity"
	pdxmesh = "infernal_01_titan_bow2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_10" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_12" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_10" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_12" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}

	game_data = {
        emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
    }
}

entity = {
	name = "infernal_01_titan_mid_entity"
	pdxmesh = "infernal_01_titan_mid_mesh"
	
	locator = { name = engine_custom_01 position = {2.6 0.21 15.42} rotation = {225 0 180}}
	locator = { name = engine_custom_02 position = {-2.6 0.21 15.42} rotation = {135 0 0}}
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
			event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_titan_idle_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_titan_idle_effect" trigger_once = yes keep_particle = yes }
		
			event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
			event = { time = 0 node = "engine_custom_01" particle = "infernal_01_ship_exhaust_titan_move_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_custom_02" particle = "infernal_01_ship_exhaust_titan_move_effect" trigger_once = yes keep_particle = yes }
				
			event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_05" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_06" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
        emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
    }
}

entity = {
	name = "infernal_01_titan_stern_entity"
	pdxmesh = "infernal_01_titan_stern_mesh"

	state = { name = "idle" state_time = 5
			event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
						event = { time = 0 node = "light_locator_03" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
			event = { time = 0 node = "light_locator_04" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }

	}
	game_data = {
        emissive_recolor_crunch = 3.0
		
		uv_animation_speed 		= @flowmap_speed
		uv_animation_direction 	= { @flowmap_intensity 0.0 }

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
    }
}

animation = {
	name = "infernal_01_titan_frame_idle_animation"
	file = "infernal_01_titan_frame_idle.anim"
}

animation = {
	name = "infernal_01_titan_frame_death_animation"
	file = "infernal_01_titan_frame_death.anim"
}