	
############
# Ukraine  #
############

### Rifle ----------------------------------------------------------------------------------------------------------------

## This is the standard rifle-infantry entity, applied to UKR (and since this does not need to be ideology-specific, it will be applied to all cosmetic tags)
entity = {
	name = "UKR_infantry_entity" 			## THIS IS THE NAME THAT REQUIRES THE TAG (just UKR in this case) so that the rest can hook automatically (_infantry_entity)
	pdxmesh = "UKR_infantry_rifle_mesh" 
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
	
	scale = 0.8			
}

### Machinegun ----------------------------------------------------------------------------------------------------------------

entity = {
	name = "UKR_infantry_2_entity"
	pdxmesh = "UKR_infantry_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8
}

entity = {
	clone = "UKR_infantry_2_entity"
	name = "UKR_infantry_3_entity"
}

#######
# Ukrainian bicycle unit
#######

# RIFLE
	
	entity = {
		name = "UKR_bicycle_entity"
		pdxmesh = "bicycle_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle" 			animation = "idle" }
		state = { name = "move" 			animation = "move" }
		state = { name = "retreat" 			animation = "move" }
		state = { name = "attack" 			animation = "attack" }
		state = { name = "support_attack" 	animation = "attack" }
		state = { name = "defend" 			animation = "attack" }
		state = { name = "training" 		animation = "attack" }
		
		attach = { 	name = "infantry"		infantry = "UKR_bicycle_rider_rifle_entity" }	
		attach = { 	name = "combined"		combined = "UKR_bicycle_rifle_combined_entity" }	
		attach = { 	name = "bicycle"		bike = "UKR_bicycle_vehicle_entity" }	
	}
	
	entity = {
		name = "UKR_bicycle_rifle_combined_entity"
		pdxmesh = "bicycle_vehicle_mesh"
		
		default_state = "idle"
		state = { name = "idle" 	animation = "idle" chance = 5 next_state = "idle" looping = no propagate_state = { rider = "idle" } }
		state = { name = "idle" 	animation = "idle_2" chance = 1 next_state = "idle" looping = no propagate_state = { rider = "idle_2" } }
		state = { name = "move" 	animation = "move" chance = 5 next_state = "move" looping = no propagate_state = { rider = "move" } }
		state = { name = "move" 	animation = "move_2" chance = 1 next_state = "move" looping = no propagate_state = { rider = "move_2" } }
		state = { name = "retreat" 	animation = "retreat" chance = 10 next_state = "retreat" looping = no propagate_state = { rider = "retreat" } }
		state = { name = "retreat" 	animation = "retreat_2" chance = 1 next_state = "retreat" looping = no propagate_state = { rider = "retreat_2" } }
		
		attach = { 	name = "rider"	bike_center = "UKR_bicycle_rider_rifle_entity" }
		
		scale = 0.8
	}

	entity = {
		name = "UKR_bicycle_rider_rifle_entity"
		pdxmesh = "UKR_infantry_rifle_mesh"	
		
		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "bicycle_move"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move_2"			animation = "bicycle_move_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "bicycle_retreat" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat_2"			animation = "bicycle_retreat_2" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "idle"				animation = "bicycle_idle"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "idle_2"			animation = "bicycle_idle_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		scale = 1		
	}
	
	entity = {
		name = "UKR_bicycle_vehicle_entity"
		pdxmesh = "bicycle_vehicle_mesh"
		
		default_state = "idle"
		state = { name = "idle" animation = "still" }
		
		scale = 0.8
	}

# MACHINE GUN
	
	entity = {
		name = "UKR_bicycle_2_entity"
		pdxmesh = "bicycle_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle" 			animation = "idle" }
		state = { name = "move" 			animation = "move" }
		state = { name = "retreat" 			animation = "move" }
		state = { name = "attack" 			animation = "attack" }
		state = { name = "support_attack" 	animation = "attack" }
		state = { name = "defend" 			animation = "attack" }
		state = { name = "training" 		animation = "attack" }
		
		attach = { 	name = "infantry"		infantry = "UKR_bicycle_rider_mg_entity" }	
		attach = { 	name = "combined"		combined = "UKR_bicycle_mg_combined_entity" }	
		attach = { 	name = "bicycle"		bike = "UKR_bicycle_vehicle_entity" }	
	}
	
	entity = {
		name = "UKR_bicycle_mg_combined_entity"
		pdxmesh = "bicycle_vehicle_mesh"
		
		default_state = "idle"
		state = { name = "idle" 	animation = "idle" chance = 5 next_state = "idle" looping = no propagate_state = { rider = "idle" } }
		state = { name = "idle" 	animation = "idle_2" chance = 1 next_state = "idle" looping = no propagate_state = { rider = "idle_2" } }
		state = { name = "move" 	animation = "move" chance = 5 next_state = "move" looping = no propagate_state = { rider = "move" } }
		state = { name = "move" 	animation = "move_2" chance = 1 next_state = "move" looping = no propagate_state = { rider = "move_2" } }
		state = { name = "retreat" 	animation = "retreat" chance = 10 next_state = "retreat" looping = no propagate_state = { rider = "retreat" } }
		state = { name = "retreat" 	animation = "retreat_2" chance = 1 next_state = "retreat" looping = no propagate_state = { rider = "retreat_2" } }
		
		attach = { 	name = "rider"	bike_center = "UKR_bicycle_rider_mg_entity" }
		
		scale = 0.8
	}

	entity = {
		name = "UKR_bicycle_rider_mg_entity"
		pdxmesh = "UKR_infantry_mg_mesh"	
		
		state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
		state = { name = "attack"			animation = "charge_mg_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "bicycle_move"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move_2"			animation = "bicycle_move_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "bicycle_retreat" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat_2"			animation = "bicycle_retreat_2" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "idle"				animation = "bicycle_idle"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "idle_2"			animation = "bicycle_idle_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
		
		scale = 1		
	}

##################
# Crimean Tatars #
##################

### Rifle ----------------------------------------------------------------------------------------------------------------

## This is the standard rifle-infantry entity, applied to CRI (and since this does not need to be ideology-specific, it will be applied to all cosmetic tags)
entity = {
	name = "CRI_infantry_entity" 			## THIS IS THE NAME THAT REQUIRES THE TAG (just CRI in this case) so that the rest can hook automatically (_infantry_entity)
	pdxmesh = "CRI_infantry_rifle_mesh" 
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
	
	scale = 0.8			
}

### Machinegun ----------------------------------------------------------------------------------------------------------------

entity = {
	name = "CRI_infantry_2_entity"
	pdxmesh = "CRI_infantry_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8
}

entity = {
	clone = "CRI_infantry_2_entity"
	name = "CRI_infantry_3_entity"
}

#################################################
#####			     Marine 	            #####
#################################################

entity = {
	clone = "infantry_rifle_entity"
	name = "UKR_marine_entity"
	pdxmesh = "UKR_marine_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "SOV_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "SOV_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "SOV_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "SOV_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "infantry_2_entity"
	name = "UKR_marine_2_entity"
	pdxmesh = "UKR_marine_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "SOV_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "SOV_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "SOV_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "SOV_infantry_weapon_rifle_right_entity" } 

}

entity = {
	clone = "UKR_marine_2_entity"
	name = "UKR_marine_3_entity"
}

#################################################
#####		     Paratrooper 	            #####
#################################################

entity = {
	name = "UKR_paratrooper_entity"
	pdxmesh = "UKR_paratrooper_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ENG_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "UKR_paratrooper_2_entity"
	pdxmesh = "UKR_paratrooper_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 				animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 			animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        			animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke"}
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "ENG_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "ENG_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	clone = "UKR_paratrooper_2_entity"
	name = "UKR_paratrooper_3_entity"
}

entity = {
	clone = "UKR_paratrooper_entity"
	name = "UKR_paratrooper_entity_snow"
	pdxmesh = "UKR_paratrooper_snow_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "ENG_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "UKR_paratrooper_2_entity"
	name = "UKR_paratrooper_2_entity_snow"
	pdxmesh = "UKR_paratrooper_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "ENG_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "ENG_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "ENG_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "UKR_paratrooper_2_entity_snow"
	name = "UKR_paratrooper_3_entity_snow"
}

entity = {
	name = "UKR_mountaineers_entity"
	pdxmesh = "UKR_mountaineers_rifle_mesh"
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "UKR_mountaineers_2_entity"
	pdxmesh = "UKR_mountaineers_mg_mesh"
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 				animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 			animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        			animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke"}
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	clone = "UKR_mountaineers_2_entity"
	name = "UKR_mountaineers_3_entity"
}