
# RULES FOR PLANE NAMES:
# <country_tag>_<equipment name>_entity
# <country_tag>_<equipment sprite name, inherits from archetype up>_entity>
# <equipment name>_entity
# <equipment sprite name, inherits from archetype up>_entity>
#
# sprite names are currently: light_plane, medium_plane, heavy_plane
#
#
# useful for testing:
# airc fighter_3_patrol default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
# airc fighter_1_patrol default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
# airc fighter_3_kamikaze default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
# airc fighter_1_kamikaze default 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
# airc fighter_3_kamikaze success 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
# airc fighter_1_kamikaze success 11471 126 29 fighter_equipment_0 fighter_equipment_0 GER FRA
# airc fighter_3_vs_fighter_3 pass 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA
# airc fighter_3_vs_fighter_3 success 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA
# airc fighter_3_vs_fighter_3 fail 11471 126 29 fighter_equipment_0 fighter_equipment_0 ENG ITA
# airc fighter_1_vs_fighter_1 success 11471 126 29 fighter_equipment_0 fighter_equipment_0 JAP USA
# airc fighter_1_vs_fighter_1 fail 11471 126 29 fighter_equipment_0 fighter_equipment_0 JAP USA
# airc fighter_1_vs_fighter_1 pass 11471 126 29 fighter_equipment_0 fighter_equipment_0 SOV POL
# airc fighter_1_vs_bomber_1 pass 6103 126 29 fighter_equipment_0 strat_bomber_equipment_1 GER USA
# airc fighter_1_vs_bomber_1 success 6103 126 29 fighter_equipment_0 strat_bomber_equipment_1 GER USA
# airc bomber_1_bombing default 11471 126 29 strat_bomber_equipment_1 strat_bomber_equipment_1 GER FRA
# airc bomber_3_bombing default 3301 126 29 strat_bomber_equipment_1 strat_bomber_equipment_1 FRA FRA


# Example of using events: TODO - remove later
#state = { name = "idle" animation = "idle"   animation_blend_time = 0.3 
#	event = { time = 0 node="bomberA" particle = "bomb_particle"  keep_particle = yes }
#	event = { time = 0 node="bomberB" particle = "bomb_particle"  keep_particle = yes }
#}

# Internal scenes

############################ Stealth #############################
############################ Fighter #############################
entity = {
	name = "stealth_fighter_entity"
	pdxmesh = "GER_JET_FTR_2_ho229-mesh"
	state = { name = "idle" animation = "GER_JET_FTR_2_ho229_idle_1"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzLight_flashing_red_small_particle"	keep_particle = no }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzLight_flashing_green_small_particle"	keep_particle = no }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 9.5
	looping = no
	next_state = "idle"      
	}	
	state = { name = "idle" animation = "GER_JET_FTR_2_ho229_idle_2"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 0.5
	looping = no
	next_state = "idle"      
	}	
	state = { name = "fuel" animation = "GER_JET_FTR_2_ho229_droping_fuel_tank"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 10
	looping = no
	next_state = "idle"      
	}
	state = { name = "idle2" animation = "GER_JET_FTR_2_ho229_idle_1_no_tank"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 9.5
	looping = no
	next_state = "idle"      
	}
	state = { name = "idle2" animation = "GER_JET_FTR_2_ho229_idle_2_no_tank"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 0.5
	looping = no
	next_state = "idle2"      
	}
################### ################### ################### 
################### 		Crash		 ################### 	
################### ################### ################### 	
	state = { name = "crash"			animation = "GER_JET_FTR_2_ho229_crash" 					
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }	
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0.1 node = "up_rocket_5_locator2"	particle = "zzCrash_On_the_firel_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0.1 node = "up_rocket_5_locator3"	particle = "zzCrash_On_the_firel_particle"	keep_particle = yes }
		chance = 0.5
	}
	state = { name = "crash"			animation = "GER_JET_FTR_2_ho229_idle_1_no_tank" 					
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }	
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0.1 node = "up_rocket_5_locator2"	particle = "zzCrash_On_the_firel_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0.1 node = "up_rocket_5_locator3"	particle = "zzCrash_On_the_firel_particle"	keep_particle = yes }
		chance = 9.5
	}
	state = { name = "fuelleak" animation = "GER_JET_FTR_2_ho229_idle_1"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzCrash_FuelLeak_Tail_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 9.5
	looping = no
	next_state = "idle"      
	}	
	state = { name = "fuelleak" animation = "GER_JET_FTR_2_ho229_idle_1"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzCrash_FuelLeak_Tail_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 9.5
	looping = no
	next_state = "idle"      
	}	
	
################### ################### ################### 
################### 		fire1 VS Bombers		 ################### 	
################### ################### ################### 
	state = { name = "fire1"			animation = "GER_JET_FTR_2_ho229_idle_1_no_tank" 	
		event = { time = 0.0 node="up_rocket_5_locator1"				particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { time = 0.0 node="up_rocket_5_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 	
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		chance = 9.5
	}
	state = { name = "fire1"			animation = "GER_JET_FTR_2_ho229_idle_2_no_tank" 	
		event = { time = 0.0 node="up_rocket_5_locator1"				particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { time = 0.0 node="up_rocket_5_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 	
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		chance = 0.5
	}

################### ################### ################### 
################### 		fire2 VS Fighters		 ################### 	
################### ################### ################### 
	state = { name = "fire2"			animation = "GER_JET_FTR_2_ho229_idle_1_no_tank" 	
		event = { time = 0.0 node="up_rocket_5_locator1"				particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { time = 0.0 node="up_rocket_5_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 	
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	}
################### ################### ################### 
################### 		passfire		 ################### 	
################### ################### ################### 
	state = { name = "passfire"			animation = "GER_JET_FTR_2_ho229_idle_1_no_tank" 	
		event = { time = 0.0 node="up_rocket_5_locator1"				particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { time = 0.0 node="up_rocket_5_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 	
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	}
################### ################### ################### 
################### 		fire4	counter attack	 ################### 	
################### ################### ################### 
	state = { name = "fire4"			animation = "GER_JET_FTR_2_ho229_idle_1_no_tank" 	
		event = { time = 0.0 node="up_rocket_5_locator1"				particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { time = 0.0 node="up_rocket_5_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 	
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Larger_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	}
################### ################### ################### 
################### 		mgdefence		 ################### 	
################### ################### ################### 

################### ################### ################### 
################### 		bomb		 ################### 	
################### ################### ################### 

################### ################### ################### 
################### 		cas		 ################### 	
################### ################### ################### 
	state = { name = "fire4"			animation = "GER_JET_FTR_2_ho229_idle_1_no_tank" 	
		event = { time = 0.0 node="up_rocket_5_locator1"				particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { time = 0.0 node="up_rocket_5_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = yes } 
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 			
	}
################### ################### ################### 
################### 		END		 ################### 	
################### ################### ################### 
		scale = 0.23
}	
####################################################################################



############################ Stealth #############################
############################ Bomber #############################
entity = {
	name = "stealth_bomber_entity"
	pdxmesh = "GER_JET_SB_1_Horten_18-mesh"
	state = { name = "idle" animation = "GER_JET_SB_1_Horten_18_idle_A"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		event = {  time = 0 node = "up_rocket_5_locator6"	particle = "zzLight_flashing_red_Larger_particle"		keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator7"	particle = "zzLight_flashing_green_Larger_particle"		keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator8"	particle = "zzLight_flashing_white_Larger_particle"		keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 9.5
	looping = no
	next_state = "idle"      
	}	
################### ################### ################### 
################### 		fuel		 ################### 	
################### ################### ################### 

################### ################### ################### 
################### 		idle2		 ################### 	
################### ################### ################### 
	state = { name = "idle2" animation = "GER_JET_SB_1_Horten_18_idle_A"
		event = { trigger_once = yes sound = { soundeffect = "airplane_jet_idle" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_jet_idle" } }
		
		event = {  time = 0 node = "up_rocket_5_locator6"	particle = "zzLight_flashing_red_Larger_particle"		keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator7"	particle = "zzLight_flashing_green_Larger_particle"		keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator8"	particle = "zzLight_flashing_white_Larger_particle"		keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	chance = 9.5
	looping = no
	next_state = "idle"      
	}	
################### ################### ################### 
################### 		Crash		 ################### 	
################### ################### ################### 	
	state = { name = "crash"			animation = "GER_JET_SB_1_Horten_18_idle_A" 					
		event = { trigger_once = yes sound = { soundeffect = "distance_airplane_crash" } }	
		event = {  time = 0 node = "up_rocket_5_locator9"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator9"	particle = "zzCrash_On_the_firel_particle"	keep_particle = yes }
	
		chance = 0.5
	}	
################### ################### ################### 
################### 		fire1 VS Bombers		 ################### 	
################### ################### ################### 

################### ################### ################### 
################### 		fire2 VS Fighters		 ################### 	
################### ################### ################### 
	
################### ################### ################### 
################### 		passfire		 ################### 	
################### ################### ################### 
	
################### ################### ################### 
################### 		fire4	counter attack	 ################### 	
################### ################### ################### 

################### ################### ################### 
################### 		mgdefence		 ################### 	
################### ################### ################### 
	state = { name = "mgdefence"			animation = "GER_JET_SB_1_Horten_18_mgdefence_A" 	 
		event = { time = 0.00 node="down_rocket_2_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = no }
		event = { time = 0.00 node="down_rocket_2_locator1"					particle = "zzMG_trace_30mm_particle"  keep_particle = no }
		
		event = { time = 1.00 node="down_rocket_2_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = no }
		event = { time = 1.00 node="down_rocket_2_locator1"					particle = "zzMG_trace_30mm_particle"  keep_particle = no }

		event = { time = 2.00 node="down_rocket_2_locator"					particle = "zzMG_trace_30mm_particle"  keep_particle = no }
		event = { time = 2.00 node="down_rocket_2_locator1"					particle = "zzMG_trace_30mm_particle"  keep_particle = no }
		
		event = { trigger_once = yes sound = { soundeffect = "airplane_light_fire" } } 	
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	}
################### ################### ################### 
################### 		bombing		 ################### 	
################### ################### ################### 
	state = { name = "bombing"			animation = "GER_JET_SB_1_Horten_18_bombing_A" 	
		event = { time = 2.05 node="down_rocket_3_locator"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes } 
		event = { time = 2.0 node="down_rocket_3_locator1"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 1.95 node="down_rocket_3_locator2"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 1.9 node="down_rocket_3_locator3"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		
		event = { time = 2.26 node="up_rocket_4_locator"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes } 
		event = { time = 2.2 node="up_rocket_4_locator1"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 2.15 node="up_rocket_4_locator2"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 2.1 node="up_rocket_4_locator3"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		
		event = { time = 2.47 node="down_rocket_6_locator"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes } 
		event = { time = 2.4 node="down_rocket_6_locator1"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 2.35 node="down_rocket_6_locator2"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 2.3 node="down_rocket_6_locator3"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		
		event = { time = 2.68 node="up_rocket_1_locator"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes } 
		event = { time = 2.6 node="up_rocket_1_locator1"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 2.55 node="up_rocket_1_locator2"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		event = { time = 2.5 node="up_rocket_1_locator3"					particle = "zzBomb_250kg_action_particle"  keep_particle = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "airplane_bomb" } } 		
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	}
	state = { name = "bombing"			animation = "GER_JET_SB_1_Horten_18_bombing_B" 	
		event = { time = 2.05 node="up_rocket_6_locator"					particle = "zzBomb_3000kg_action_particle"  keep_particle = yes } 
		
		event = { trigger_once = yes sound = { soundeffect = "airplane_bomb" } } 		
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzEngine_Jet_Faster_small_particle"	keep_particle = yes }
		
		event = {  time = 0 node = "up_rocket_5_locator"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator2"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator5"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator4"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator1"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
		event = {  time = 0 node = "up_rocket_5_locator3"	particle = "zzCrash_Smoke_Tail_particle"	keep_particle = yes }
	}
	
	state = { name = "bomb" animation = "GER_JET_SB_1_Horten_18_bombing_A"
		event = { time = 0 node = "up_rocket_6_locator"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "GER_JET_SB_1_Horten_18_bombing_A"
		event = { time = 0 node = "up_rocket_6_locator"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
################### ################### ################### 
################### 		cas		 ################### 	
################### ################### ################### 

################### ################### ################### 
################### 		END		 ################### 	
################### ################### ################### 
		scale = 0.20
}



################### ################### ################### 
################### 		IFVs		 ################### 	
################### ################### ################### 

entity = {
	name = "bm_mechanized_armored_infantry_company_entity"
	pdxmesh = "SpzLang_APC_mesh"

	state = { name = "idle"				animation = "idle"					animation_blend_time = 0.0 }
	state = { name = "move"				animation = "move"					animation_blend_time = 0.0
		event = { time = 0 node = "right_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 = 0.0
		event = { time = 0 node = "right_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" } }
	}

	# Main attack anim, autocannon
	state = { name = "attack"			animation = "attack"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 2 looping = no
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	# Secondary attack anim, coax MG
	state = { name = "attack"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1 looping = no
		event = { time = 0.0 node = "coax" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	}
	# Empty attack anim since the normal two loop too quickly
	state = { name = "attack"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 4 looping = no }

	state = { name = "defend"			animation = "attack"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 2 looping = no
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "defend"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1 looping = no
		event = { time = 0.0 node = "coax" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	}
	state = { name = "defend"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 4 looping = no }

	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 chance = 2 looping = no
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "support_attack"	animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1 looping = no
		event = { time = 0.0 node = "coax" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	}
	state = { name = "support_attack"	animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 4 looping = no }

	state = { name = "training"			animation = "idle"					animation_blend_time = 0.0 animation_speed = 1.0
		event = { time = 0 node = "right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
	}

	scale = 0.95

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "bm_infantry_fighting_vehicle_equipment_entity"
	pdxmesh = "SpzLang_APC_mesh"

	state = { name = "idle"				animation = "idle"					animation_blend_time = 0.0 }
	state = { name = "move"				animation = "move"					animation_blend_time = 0.0
		event = { time = 0 node = "right_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 = 0.0
		event = { time = 0 node = "right_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" } }
	}

	# Main attack anim, autocannon
	state = { name = "attack"			animation = "attack"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 2 looping = no
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	# Secondary attack anim, coax MG
	state = { name = "attack"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1 looping = no
		event = { time = 0.0 node = "coax" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	}
	# Empty attack anim since the normal two loop too quickly
	state = { name = "attack"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 4 looping = no }

	state = { name = "defend"			animation = "attack"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 2 looping = no
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "defend"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1 looping = no
		event = { time = 0.0 node = "coax" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	}
	state = { name = "defend"			animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 4 looping = no }

	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.0 animation_speed = 1.0 chance = 2 looping = no
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
		event = { time = 0 node = "barrel" particle = "heavy_tank_attack_barrel_smoke_particle" keep_particle = yes sound = { soundeffect = medium_armour_fire } }
	}
	state = { name = "support_attack"	animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1 looping = no
		event = { time = 0.0 node = "coax" particle = "mg_muzzle_particle" keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	}
	state = { name = "support_attack"	animation = "attack_2"				animation_blend_time = 0.0 animation_speed = 1.0 chance = 4 looping = no }

	state = { name = "training"			animation = "idle"					animation_blend_time = 0.0 animation_speed = 1.0
		event = { time = 0 node = "right_exhaust" particle = "tank_exhaust_particle" keep_particle = no trigger_once = yes }
	}

	scale = 0.95

	game_data = {
		texture_anim_speed = 0.5
	}
}	