# HOL_infantry
entity = {
	name = "HOL_infantry_entity"
	pdxmesh = "HOL_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 = 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 = "HOL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "HOL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "HOL_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
}

entity = {
	name = "HOL_infantry_weapon_rifle_right_entity"
	pdxmesh = "HOL_infantry_weapon_rifle_mesh"
	scale = 1
}

entity = {
	name = "HOL_infantry_weapon_rifle_left_entity"
	pdxmesh = "HOL_infantry_weapon_rifle_mesh"
	scale = 1

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}

	state = {
	name = "attack"
	event = { time = 1.15 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 1.15 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

	state = {
	name = "defend"
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
	event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
	event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}
}


entity = {
	name = "HOL_infantry_weapon_rifle_long_idle_entity"
	pdxmesh = "HOL_infantry_weapon_rifle_mesh"
	scale = 1

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}


	state = {
		name = "attack"
		event = { time = 1.15 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
		event = { time = 1.15 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

	state = {
		name = "defend"
		event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
		event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
		event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
		event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}

	state = {
		name = "support_attack"	animation = "support_attack"
		event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
		event = { time = 0 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
		event = { time = 1.015 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" }
		event = { time = 1.015 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes }
	}
}

entity = {
	name = "HOL_infantry_weapon_mg_left_entity"
	pdxmesh = "HOL_infantry_weapon_mg_mesh"
	scale = 0.9
}

entity = {
	name = "HOL_infantry_weapon_mg_long_idle_entity"
	pdxmesh = "HOL_infantry_weapon_mg_mesh"
	scale = 0.9
}

entity = {
	name = "HOL_infantry_weapon_mg_right_entity"
	pdxmesh = "HOL_infantry_weapon_mg_mesh"
	scale = 0.8

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}

	state = { name = "attack"	animation = "attack"
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}

entity = {
	name = "HOL_infantry_2_entity"
	pdxmesh = "HOL_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 = "HOL_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "HOL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "HOL_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
}

entity = {
	clone = "HOL_infantry_2_entity"
	name = "HOL_infantry_3_entity"
}

# HOL_cavalry
entity = {
	name = "HOL_infantry_rider_entity"
	pdxmesh = "HOL_infantry_rifle_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 = "HOL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "HOL_infantry_weapon_rifle_right_entity" }

	scale = 0.8
}

entity = {
	name = "HOL_infantry_mg_rider_entity"
	pdxmesh = "HOL_infantry_mg_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 = "HOL_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "HOL_infantry_weapon_rifle_right_entity" }

	scale = 0.8
}

entity = {
	name = "HOL_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 = "HOL_infantry_rider_entity" }
	attach = { 	name = "cavalry"			cavalry = "HOL_cavalry_rifle_combined_entity" }
	attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

	scale = 1.0
}

entity = {
	name = "HOL_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 = "HOL_infantry_rider_entity" }

	scale = 0.65
}

entity = {
	name = "HOL_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 = "HOL_infantry_mg_rider_entity" }
	attach = { 	name = "cavalry"			cavalry = "HOL_cavalry_mg_combined_entity" }
	attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }

	scale = 1.0
}

entity = {
	name = "HOL_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 = "HOL_infantry_mg_rider_entity" }

	scale = 0.65
}

# HOL motorised
entity = {
	name = "HOL_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 = "HOL_motorized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "HOL_vehicle_infantry_rifle_entity" }
}

# HOL motorised
entity = {
	name = "HOL_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 = "GER_motorized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "HOL_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "HOL_motorized_vehicle_entity"
	pdxmesh = "HOL_motorized_daf_trado_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
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "defend"			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 = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	scale = 0.6
}

entity = {
	name = "HOL_vehicle_infantry_rifle_entity"
	pdxmesh = "HOL_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 = "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 = "HOL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "HOL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "HOL_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
}

#######
# Netherlands bicycle unit
#######

# RIFLE

	entity = {
		name = "HOL_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 = "HOL_bicycle_rider_rifle_entity" }
		attach = { 	name = "combined"		combined = "HOL_bicycle_rifle_combined_entity" }
		attach = { 	name = "bicycle"		bike = "HOL_bicycle_vehicle_entity" }
	}

	entity = {
		name = "HOL_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 = "HOL_bicycle_rider_rifle_entity" }

		scale = 0.8
	}

	entity = {
		name = "HOL_bicycle_rider_rifle_entity"
		pdxmesh = "HOL_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 = "HOL_infantry_weapon_rifle_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "HOL_infantry_weapon_rifle_right_entity" }

		scale = 1
	}

	entity = {
		name = "HOL_bicycle_vehicle_entity"
		pdxmesh = "bicycle_vehicle_mesh"

		default_state = "idle"
		state = { name = "idle" animation = "still" }

		scale = 0.8
	}

# MACHINE GUN

	entity = {
		name = "HOL_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 = "HOL_bicycle_rider_mg_entity" }
		attach = { 	name = "combined"		combined = "HOL_bicycle_mg_combined_entity" }
		attach = { 	name = "bicycle"		bike = "HOL_bicycle_vehicle_entity" }
	}

	entity = {
		name = "HOL_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 = "HOL_bicycle_rider_mg_entity" }

		scale = 0.8
	}

	entity = {
		name = "HOL_bicycle_rider_mg_entity"
		pdxmesh = "HOL_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 = "HOL_infantry_weapon_mg_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "HOL_infantry_weapon_mg_left_entity" }

		scale = 1
	}