@Battlecruiser_scale = 13.0
@Carrier_scale = 17.0
@Dreadnought_scale = 20.0

##################         	 BATTLECRUISER           ########################

#FRAME
entity = {
	name = "mammalian_01_Battlecruiser_entity"
	pdxmesh = "mammalian_01_cruiser_frame_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.4 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 3.4 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.4 node = "part1_locator" particle = "ship_burn_particle" }
		
		event = { time = 8.0 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.4 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.0 node = "part2_back_locator" particle = "ship_burn_particle" }
		event = { time = 3.4 node = "part2_front_locator" particle = "ship_burn_particle" }
		
		event = { time = 8.0 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 8.0 node = "part3_locator" particle = "ship_explosion_particle" }
		event = { time = 8.0 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
	
		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 5.16 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 5.16 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.16 node = "part1_locator" particle = "ship_burn_particle" }
		
		event = { time = 5.16 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.16 node = "part2_front_locator" particle = "ship_burn_particle" }
		
		event = { time = 11.9 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 11.9 node = "part2_back_locator" particle = "ship_burn_particle" }
		event = { time = 11.9 node = "part2_back_locator" particle = "ship_explosion_particle" }
	
		event = { time = 11.9 node = "part3_explosion_locator" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		
		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.7 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator1" particle = "ship_explosion_particle" }
	
		event = { time = 2.16 node = "explosion_locator2" particle = "ship_burn_particle" }
		event = { time = 2.16 node = "explosion_locator2" particle = "ship_explosion_particle" }
	
		event = { time = 3.9 node = "explosion_locator3" particle = "ship_burn_particle" }
		event = { time = 3.9 node = "explosion_locator3" particle = "ship_explosion_particle" }
		
		event = { time = 7.5 node = "explosion_locator4" particle = "ship_burn_particle" }
		event = { time = 7.5 node = "explosion_locator4" particle = "ship_explosion_particle" }
	
		event = { time = 4.9 node = "explosion_locator5" particle = "ship_burn_particle" }
		event = { time = 4.9 node = "explosion_locator5" particle = "ship_explosion_particle" }
	
		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	scale = 1.2
	
	game_data = {
		size = @Battlecruiser_scale
	}
}



# BOW
entity = {
	name = "mammalian_01_Battlecruiser_bow_L1_entity"
	pdxmesh = "mammalian_01_cruiser_bow_L1_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Battlecruiser_bow_M1S2_entity"
	pdxmesh = "mammalian_01_cruiser_bow_M1S2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Battlecruiser_bow_M2_entity"
	pdxmesh = "mammalian_01_cruiser_bow_M2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# MID

entity = {
	name = "mammalian_01_Battlecruiser_mid_S2HB_entity"
	pdxmesh = "mammalian_01_cruiser_mid_S2HB_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	#locator = {
	#	name = "strike_craft_locator_01"
	#	rotation = { -90 0 0 }
	#}
}

entity = {
	name = "mammalian_01_Battlecruiser_mid_L1M1_entity"
	pdxmesh = "mammalian_01_cruiser_mid_L1M1_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Battlecruiser_mid_M3_entity"
	pdxmesh = "mammalian_01_cruiser_mid_M3_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Battlecruiser_mid_M2S2_entity"
	pdxmesh = "mammalian_01_cruiser_mid_M2S2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# STERN
entity = {
	name = "mammalian_01_Battlecruiser_stern_M1_entity"
	pdxmesh = "mammalian_01_cruiser_stern_M1_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Battlecruiser_stern_S2_entity"
	pdxmesh = "mammalian_01_cruiser_stern_S2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "mammalian_01_1_45_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}






##################         	 CARRIER           ########################

# FRAME
entity = {
	name = "mammalian_01_Carrier_entity"
	pdxmesh = "mammalian_01_battleship_frame_mesh"
	
	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0 
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0 
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 9.26 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.26 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 9.26 node = "part1_locator" particle = "large_ship_explosion_particle" }
		event = { time = 7.63 node = "part1_locator" particle = "ship_explosion_particle" }
		
		event = { time = 10.26 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 10.26 node = "part2_back_locator" particle = "ship_burn_particle" }
		
		event = { time = 10.26 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 10.26 node = "part3_locator" particle = "large_ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 9.56 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.56 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 9.56 node = "part1_locator" particle = "large_ship_explosion_particle" }
		event = { time = 9.0 node = "part1_locator" particle = "ship_explosion_particle" }
		
		event = { time = 9.56 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.56 node = "part2_front_locator" particle = "ship_burn_particle" }
		event = { time = 14.7 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 14.7 node = "part2_back_locator" particle = "ship_burn_particle" }
		
		event = { time = 14.7 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 14.7 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 14.7 node = "part3_locator" particle = "large_ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.0 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 1.0 node = "explosion_locator1" particle = "ship_explosion_particle" }
		
		event = { time = 1.7 node = "explosion_locator2" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator2" particle = "ship_explosion_particle" }
		
		event = { time = 3.7 node = "explosion_locator3" particle = "ship_burn_particle" }
		event = { time = 3.7 node = "explosion_locator3" particle = "ship_explosion_particle" }
		
		event = { time = 6.0 node = "explosion_locator4" particle = "ship_burn_particle" }
		event = { time = 6.0 node = "explosion_locator4" particle = "ship_explosion_particle" }
		
		event = { time = 7.3 node = "explosion_locator5" particle = "ship_burn_particle" }
		event = { time = 7.3 node = "explosion_locator5" particle = "ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	scale = 1.1
	
	game_data = {
		size = @Carrier_scale
	}
}



# BOW
entity = {
	name = "mammalian_01_Carrier_bow_L1M1S2_entity"
	pdxmesh = "mammalian_01_battleship_bow_L1M1S2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_bow_L1S4_entity"
	pdxmesh = "mammalian_01_battleship_bow_L1S4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_bow_L2_entity"
	pdxmesh = "mammalian_01_battleship_bow_L2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "mammalian_01_Carrier_bow_M1S2SHB_entity"
	pdxmesh = "mammalian_01_battleship_bow_M1S2SHB_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
}

entity = {
	name = "mammalian_01_Carrier_bow_M2S4_entity"
	pdxmesh = "mammalian_01_battleship_bow_M2S4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_bow_M3S2_entity"
	pdxmesh = "mammalian_01_battleship_bow_M3S2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}



#MID
entity = {
	name = "mammalian_01_Carrier_mid_L2S4_entity"
	pdxmesh = "mammalian_01_battleship_mid_L2S4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_mid_L1M4_entity"
	pdxmesh = "mammalian_01_battleship_mid_L1M4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_mid_L2M2_entity"
	pdxmesh = "mammalian_01_battleship_mid_L2M2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_mid_L3_entity"
	pdxmesh = "mammalian_01_battleship_mid_L3_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_mid_M4SHB_entity"
	pdxmesh = "mammalian_01_battleship_mid_M4SHB_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
}

entity = {
	name = "mammalian_01_Carrier_mid_S4LHB_entity"
	pdxmesh = "mammalian_01_battleship_mid_S4LHB_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_02"
		rotation = { -90 0 0 }
	}
}



# STERN

entity = {
	name = "mammalian_01_Carrier_stern_L1_entity"
	pdxmesh = "mammalian_01_battleship_stern_L1_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_stern_M1S2_entity"
	pdxmesh = "mammalian_01_battleship_stern_M1S2_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_stern_M2_entity"
	pdxmesh = "mammalian_01_battleship_stern_M2_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Carrier_stern_S4_entity"
	pdxmesh = "mammalian_01_battleship_stern_S4_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}






##################         	 DREADNOUGHT           ########################

# FRAME
entity = {
	name = "mammalian_01_Dreadnought_entity"
	pdxmesh = "mammalian_01_battleship_frame_mesh"
	
	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0 
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0 
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 9.26 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.26 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 9.26 node = "part1_locator" particle = "large_ship_explosion_particle" }
		event = { time = 7.63 node = "part1_locator" particle = "ship_explosion_particle" }
		
		event = { time = 10.26 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 10.26 node = "part2_back_locator" particle = "ship_burn_particle" }
		
		event = { time = 10.26 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 10.26 node = "part3_locator" particle = "large_ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 9.56 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.56 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 9.56 node = "part1_locator" particle = "large_ship_explosion_particle" }
		event = { time = 9.0 node = "part1_locator" particle = "ship_explosion_particle" }
		
		event = { time = 9.56 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.56 node = "part2_front_locator" particle = "ship_burn_particle" }
		event = { time = 14.7 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 14.7 node = "part2_back_locator" particle = "ship_burn_particle" }
		
		event = { time = 14.7 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 14.7 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 14.7 node = "part3_locator" particle = "large_ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.0 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 1.0 node = "explosion_locator1" particle = "ship_explosion_particle" }
		
		event = { time = 1.7 node = "explosion_locator2" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator2" particle = "ship_explosion_particle" }
		
		event = { time = 3.7 node = "explosion_locator3" particle = "ship_burn_particle" }
		event = { time = 3.7 node = "explosion_locator3" particle = "ship_explosion_particle" }
		
		event = { time = 6.0 node = "explosion_locator4" particle = "ship_burn_particle" }
		event = { time = 6.0 node = "explosion_locator4" particle = "ship_explosion_particle" }
		
		event = { time = 7.3 node = "explosion_locator5" particle = "ship_burn_particle" }
		event = { time = 7.3 node = "explosion_locator5" particle = "ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	scale = 1.6
	
	game_data = {
		size = @Dreadnought_scale
	}
}



# BOW
entity = {
	name = "mammalian_01_Dreadnought_bow_L1M1S2_entity"
	pdxmesh = "mammalian_01_battleship_bow_L1M1S2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_bow_L1S4_entity"
	pdxmesh = "mammalian_01_battleship_bow_L1S4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_bow_L2_entity"
	pdxmesh = "mammalian_01_battleship_bow_L2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

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

entity = {
	name = "mammalian_01_Dreadnought_bow_M1S2SHB_entity"
	pdxmesh = "mammalian_01_battleship_bow_M1S2SHB_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
}

entity = {
	name = "mammalian_01_Dreadnought_bow_M2S4_entity"
	pdxmesh = "mammalian_01_battleship_bow_M2S4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_bow_M3S2_entity"
	pdxmesh = "mammalian_01_battleship_bow_M3S2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}



#MID
entity = {
	name = "mammalian_01_Dreadnought_mid_L2S4_entity"
	pdxmesh = "mammalian_01_battleship_mid_L2S4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_mid_L1M4_entity"
	pdxmesh = "mammalian_01_battleship_mid_L1M4_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_mid_L2M2_entity"
	pdxmesh = "mammalian_01_battleship_mid_L2M2_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_mid_L3_entity"
	pdxmesh = "mammalian_01_battleship_mid_L3_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_mid_M4SHB_entity"
	pdxmesh = "mammalian_01_battleship_mid_M4SHB_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
}

entity = {
	name = "mammalian_01_Dreadnought_mid_S4LHB_entity"
	pdxmesh = "mammalian_01_battleship_mid_S4LHB_mesh"
	
	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "death" state_time = 5 }
	
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_02"
		rotation = { -90 0 0 }
	}
}



# STERN

entity = {
	name = "mammalian_01_Dreadnought_stern_L1_entity"
	pdxmesh = "mammalian_01_battleship_stern_L1_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_stern_M1S2_entity"
	pdxmesh = "mammalian_01_battleship_stern_M1S2_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_stern_M2_entity"
	pdxmesh = "mammalian_01_battleship_stern_M2_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "mammalian_01_Dreadnought_stern_S4_entity"
	pdxmesh = "mammalian_01_battleship_stern_S4_mesh"
	
	default_state = idle
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
	
		event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}
