entity = {
	name = "warship_small_turret_entity"
	pdxmesh = "warship_turret_small_mesh"
	scale = 1.0
}
entity = {
	name = "warship_medium_turret_entity"
	pdxmesh = "warship_turret_small_mesh"
	scale = 1.5
}
entity = {
	name = "warship_large_turret_entity"
	pdxmesh = "warship_large_turret_mesh"
	scale = 1.5
}
entity = {
	name = "warship_entity"
	pdxmesh = "locator_mesh"
	locator = { name = "part1" 	position = { 0 0 0 } }
	locator = { name = "explosion" 	position = { 0 -15 -50 } }
	cull_radius = 10.0
	scale = 1.0
	default_state = "idle"
	state = { name = "idle" state_time = 5 }
	state = { name = "moving" state_time = 5 }
	state = { name = "death" state_time = 8.9 looping = no
		event = { time = 8.8 node = "explosion" particle = "dreadnought_explosion_particle" keep_particle = yes }
	}
	game_data = {
		size = 30
}
}
entity = {
	name = "warship_hull_entity"
	pdxmesh = "warship_mesh"
	
	scale = 2.5
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "dreadnaught_idle" } }
		
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		
		event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 0 node = "engine_medium_07" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" animation = "idle"
	#	start_event = { trigger_once = yes sound = { soundeffect = "dreadnaught_idle" } }
	
		event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
		
		event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 0 node = "engine_medium_07" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.4 node = "explosion2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.0 node = "explosion3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 2.8 node = "explosion4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 3.4 node = "explosion5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 3.8 node = "explosion6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 4.4 node = "explosion7" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 5.0 node = "explosion8" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 5.6 node = "explosion9" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 6.0 node = "explosion10" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	game_data = {
		size = 30
}
