entity = {
	name = "BLR_artillery_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "BLR_infantry_entity" }
}
