@titan_scale = 50
@flowmap_speed = 0.17
@flowmap_intensity =  0.3

entity = {
	name = "toxoid_01_titan_entity"
	pdxmesh = "toxoid_01_titan_frame_mesh"

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

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

	}
	state = { name = "moving" animation = "idle"
		event =  { trigger_once = yes sound = { soundeffect = "tox_ship_titan_move" } }
	}
	state = { name = "death" animation = "death" looping = no chance = 2
		event = { time = 0.2 node = "explosion_locator_01" particle = "tox_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 1.2 node = "explosion_locator_02" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 1.3 node = "explosion_locator_02" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }

		event = { time = 14 node = "explosion_locator_03" particle = "tox_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 6.4 node = "explosion_locator_04" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 5.2 node = "explosion_locator_09" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 7.8 node = "explosion_locator_06" particle = "tox_01_15_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 9.3 node = "explosion_locator_10" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 9 node = "explosion_locator_07" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes }
		event = { time = 9 node = "explosion_locator_07" particle = "tox_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes }

		event = { time = 10.2 node = "explosion_locator_08" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 19.55 node = "explosion_locator_010" particle = "tox_01_6_titan_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 19.58 node = "part2" particle = "tox_01_6_titan_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 19.57 node = "part3" particle = "tox_01_5_titan_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
	}

	state = { name = "death" animation = "death" looping = no chance = 5
		event = { time = 0.2 node = "explosion_locator_01" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 1.2 node = "explosion_locator_02" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 14.0 node = "explosion_locator_03" particle = "tox_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 14.1 node = "explosion_locator_03" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 6.4 node = "explosion_locator_04" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 8.9 node = "explosion_locator_07" particle = "tox_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 8.2 node = "explosion_locator_06" particle = "tox_01_15_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 8.2 node = "explosion_locator_06" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 9.3 node = "explosion_locator_10" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 10.2 node = "explosion_locator_08" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 19.58 node = "explosion_locator_010" particle = "tox_01_6_titan_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 19.55 node = "part2" particle = "tox_01_6_titan_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 19.59 node = "part3" particle = "tox_01_5_titan_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
	}

	state = { name = "death" animation = "death" looping = no chance = 10
		event = { time = 0.5 node = "explosion_locator_01" particle = "tox_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 1.5 node = "explosion_locator_02" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 1.6 node = "explosion_locator_02" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 13.9 node = "explosion_locator_03" particle = "tox_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 2.5 node = "explosion_locator_09" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 3.5 node = "explosion_locator_04" particle = "tox_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 3.6 node = "explosion_locator_04" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 5.5 node = "explosion_locator_05" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 5.8 node = "explosion_locator_10" particle = "tox_01_3_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 9.0 node = "explosion_locator_07" particle = "tox_01_15_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }
		event = { time = 9.1 node = "explosion_locator_07" particle = "ship_burn_2_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 9.5 node = "explosion_locator_08" particle = "tox_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "ship_explosion" } }

		event = { time = 19.58 node = "explosion_locator_010" particle = "tox_01_6_titan_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 19.58 node = "part2" particle = "tox_01_6_titan_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 19.59 node = "part3" particle = "tox_01_5_titan_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "amb_titan_ship_death" } }
	}

	attach = { "part1" = "toxoid_01_titan_bow_entity" }
	attach = { "part2" = "toxoid_01_titan_mid_entity" }
	attach = { "part3" = "toxoid_01_titan_stern_entity" }

	game_data = {
		size = @titan_scale
		emissive_recolor_crunch = 5.0
		uv_animation_speed 		= @flowmap_speed

		#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.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "toxoid_01_titan_bow_entity"
	pdxmesh = "toxoid_01_titan_bow_mesh"
	locator = { name = "root"				position = { 0	0  0 } }


	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { node = "light_locator_04" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}
	state = { name = "death" state_time = 5 looping = no }

	attach = { "root" = "toxoid_01_titan_glow_effect_mesh_entity" }

	game_data = {
		emissive_recolor_crunch = 5.0
		uv_animation_speed 		= @flowmap_speed

		#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.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "toxoid_01_titan_mid_entity"
	pdxmesh = "toxoid_01_titan_mid_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { node = "light_locator_03" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

	}

	game_data = {
		emissive_recolor_crunch = 5.0
		uv_animation_speed 		= @flowmap_speed

		#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.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "toxoid_01_titan_stern_entity"
	pdxmesh = "toxoid_01_titan_stern_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	#	start_event = { node = "light_locator_01" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		start_event = { node = "engine_large_01" particle = "generic_big_3_exhaust_circle_moving" keep_particle = yes trigger_once = yes }

		start_event = { node = "engine_large_02" particle = "generic_1_75_exhaust_circle_idle" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_large_03" particle = "generic_1_75_exhaust_circle_idle" keep_particle = yes trigger_once = yes }

	start_event = { node = "engine_medium_01" particle = "generic_1_75_exhaust_circle_idle" keep_particle = yes trigger_once = yes }
	start_event = { node = "engine_medium_02" particle = "generic_1_75_exhaust_circle_idle" keep_particle = yes trigger_once = yes }


	}
	state = { name = "moving" state_time = 5
	#	start_event = { node = "light_locator_02" particle = "tox_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		start_event = { node = "engine_large_01" particle = "tox_01_500_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_large_02" particle = "tox_01_350_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_large_03" particle = "tox_01_350_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_medium_01" particle = "tox_01_250_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_medium_02" particle = "tox_01_250_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_01" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_02" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_03" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_04" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_05" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_06" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_07" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }
		start_event = { node = "engine_small_08" particle = "tox_01_150_ship_exhaust" keep_particle = yes trigger_once = yes }

	}
	state = { name = "death" state_time = 5 looping = no }

	game_data = {
		emissive_recolor_crunch = 5.0
		uv_animation_speed 		= @flowmap_speed

		#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.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
	}
}

entity = {
	name = "toxoid_01_titan_glow_effect_mesh_entity"
	pdxmesh = "toxoid_01_titan_light_effect_mesh"

		game_data = {
		uv_animation_speed 		= 0.1
		uv_animation_direction 	= { 0.4 1.0 }
		bloom_factor = 1.4
	}

	scale = 1
}

animation = {
	name = "toxoid_01_titan_frame_idle_animation"
	file = "toxoid_01_titan_frame_idle.anim"
}

animation = {
	name = "toxoid_01_titan_frame_death_animation"
	file = "toxoid_01_titan_frame_death.anim"
}
