#entity = {
#	name = "frontend_background_entity"
#	
#	locator = { name = "loc" position = { 0.0 0.0 0.0 } } #position = { 0.0 0.025 0.0 }
#	
#	attach = { loc = "firstcontact_frontend_attached_entity" }
#	
#}

entity = {
	name = "firstcontact_frontend_attached_entity"
	pdxmesh = "firstcontact_frontend_mesh"
	
	default_state = "idle"
	state = { name = "idle"		animation = "idle" animation_speed = .3
		start_event = { node = "root" particle = "fc_01_front_end_fog" keep_particle = yes trigger_once = yes }
	#	start_event = { node = "stars_locator_01" particle = "apocalypse_frontend_stars_effect" keep_particle = yes trigger_once = yes }
	#	start_event = { node = "stars_locator_02" particle = "apocalypse_frontend_stars_effect" keep_particle = yes trigger_once = yes }
	#	start_event = { node = "ship_light_locator_01" particle = "nemesis_frontend_ship_light_effect" keep_particle = yes trigger_once = yes }
#		start_event = { node = "ship_light_locator_02" particle = "apocalypse_frontend_ship_light_effect" keep_particle = yes trigger_once = yes }
	#	start_event = { node = "ship_light_locator_03" particle = "nemesis_frontend_station_light_effect" keep_particle = yes trigger_once = yes }
#		start_event = { node = "ship_light_locator_04" particle = "apocalypse_frontend_ship_light_effect" keep_particle = yes trigger_once = yes }
	#	start_event = { node = "background" particle = "nemesis_frontend_gas_outburst_effect" keep_particle = yes trigger_once = yes }
	}

	#position = { x= 5 y = 0 }
	
	scale = 1
	
	
}



animation = {
	name = "firstcontact_frontend_idle_animation"
	file = "firstcontact_frontend_idle.anim"
}
