entity = {
	name = "UKR_light_armor_entity"
	pdxmesh = "UKR_tank_light_mesh"

	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.33

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "UKR_heavy_armor_entity"
	pdxmesh = "UKR_tank_heavy_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.2
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "UKR_medium_armor_entity"
	pdxmesh = "UKR_tank_medium_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.5

	game_data = {
		texture_anim_speed = 0.5
	}
}
