

#####################################################################
#####															#####
#####						Default enities						#####
#####															#####
#####			Every other unit clones from this				#####
#####															#####
#####################################################################

## BLRONIA ##
## RIFLE UNIT##
entity = {
	name = "BLR_infantry_entity"
	pdxmesh = "BLR_rifle_infantry_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 = "rifle4"	Root_node_2 = "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 = "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
}

## MG UNIT ##
entity = {
	name = "BLR_infantry_2_entity"
	pdxmesh = "BLR_rifle_infantry_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 = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_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 = "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
}

##  WEAPONS IV TECH ##
entity = {
	clone = "BLR_infantry_2_entity"
	name = "BLR_infantry_3_entity"
}

## CAVALRY ##
## RIFLE ##
entity = {
	name = "BLR_infantry_rider_entity"
	pdxmesh = "BLR_rifle_infantry_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle2 = "defend" } }
	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 = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.0 animation_speed = 1.0
		event = { sound = { soundeffect = "horse_walking" } }
	}
	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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }

	scale = 0.8
}

## MG ##
entity = {
	name = "BLR_infantry_mg_rider_entity"
	pdxmesh = "BLR_rifle_infantry_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
	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 = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0
		event = { sound = { soundeffect = "horse_walking" } }
	}
	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 = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }

	scale = 0.8
}

entity = {
	name = "BLR_cavalry_entity"
	pdxmesh = "infantry_cavalry_horse_frame_mesh"

	default_state = "idle"
	state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
	state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
	state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
	state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
	state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
	state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
	state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

	attach = { 	name = "infantry"			infantry = "BLR_infantry_rider_entity" }
	attach = { 	name = "cavalry"			cavalry = "BLR_cavalry_rifle_combined_entity" }
	attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

	scale = 1.0
}

entity = {
	name = "BLR_cavalry_rifle_combined_entity"
	pdxmesh = "infantry_cavalry_horse_mesh"

	default_state = "idle"
	state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
	state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
	state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
	state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }


	attach = { 	name = "infantry_unit"			Saddle_Node = "BLR_infantry_rider_entity" }

	scale = 0.65
}

entity = {
	name = "BLR_cavalry_2_entity"
	pdxmesh = "infantry_cavalry_horse_frame_mesh"

	default_state = "idle"
	state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
	state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
	state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
	state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
	state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
	state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
	state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

	attach = { 	name = "infantry"			infantry = "BLR_infantry_mg_rider_entity" }
	attach = { 	name = "cavalry"			cavalry = "BLR_cavalry_mg_combined_entity" }
	attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

	scale = 1.0
}

entity = {
	name = "BLR_cavalry_mg_combined_entity"
	pdxmesh = "infantry_cavalry_horse_mesh"

	default_state = "idle"
	state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
	state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
	state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
	state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
	state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
	state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
	state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }

	attach = { 	name = "infantry_unit"			Saddle_Node = "BLR_infantry_mg_rider_entity" }

	scale = 0.65
}


## MOTORIZED ##
entity = {
	name = "BLR_motorized_entity"
	pdxmesh = "motorized_frame_mesh"

	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 	 				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 = 0.3 animation_speed = 1.0 }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	scale = 1.0

	attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "BLR_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "BLR_vehicle_infantry_rifle_entity"
	pdxmesh = "BLR_rifle_infantry_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 = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
	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 = "rifle4"	Root_node_2 = "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 = "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
}

## MECHANIZED ##
entity = {
	name = "BLR_mechanized_entity"
	pdxmesh = "motorized_frame_mesh"

	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 	 				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 = 0.3 animation_speed = 1.0 }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	scale = 1.0

	attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "BLR_vehicle_infantry_rifle_entity" }
}

## ARTILLERY ##
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" }
}

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