# generic_conversion_carrier
entity = { 
	name = "carrier_0_entity"
	pdxmesh = "generic_conversion_carrier_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_carrier }}
	}

	state = { name = "move"				animation = "idle"   animation_blend_time = 0.3
	}

	state = { name = "death"			animation = "death" animation_blend_time = 0.3 chance = 1 looping = no 
		event = { time = 0 node = "explosion_death_locator" particle = "ship_medium_explosion_particle" keep_particle = yes }
		#event = { time = 2.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 3.2 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 2.8 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 3.1 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 3.0 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 1.5 node = "airplane_locator_6" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 2.8 node = "airplane_locator_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 2.6 node = "airplane_locator_8" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 2.5 node = "airplane_locator_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 2.9 node = "airplane_locator_10" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 2.7 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	state = { name = "death"			animation = "death2" animation_blend_time = 0.3 chance = 1 looping = no 
		event = { time = 0 node = "explosion_death2_locator" particle = "ship_medium_explosion_particle" keep_particle = yes }
		#event = { time = 4.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 5.3 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 4.9 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 5.2 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		#event = { time = 5.1 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 0.5 node = "airplane_locator_death2_6" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes }
		event = { time = 4.9 node = "airplane_locator_death2_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 0.9 node = "airplane_locator_death2_8" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes }
		event = { time = 4.2 node = "airplane_locator_death2_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 0.6 node = "airplane_locator_death2_10" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes }
		event = { time = 4.8 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.8
}

# ENG_battleship_nelson
entity = {
	name = "ENG_battleship_0_entity"
	pdxmesh = "ENG_battleship_nelson_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.8
}

# ENG_destroyer_tribal
entity = {
	name = "ENG_destroyer_entity"
	pdxmesh = "ENG_destroyer_tribal_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.0
}

# ENG_heavy_cruiser_county
entity = {
	name = "ENG_heavy_cruiser_0_entity"
	pdxmesh = "ENG_heavy_cruiser_county_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.1
}
# ENG_light_cruiser_leander
entity = {
	name = "ENG_light_cruiser_entity"
	pdxmesh = "ENG_light_cruiser_leander_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.1
}

# USA_battleship_new_mexico
entity = {
	name = "USA_battleship_0_entity"
	pdxmesh = "USA_battleship_new_mexico_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.1
}

# USA_destroyer_fletcher
entity = {
	name = "USA_destroyer_entity"
	pdxmesh = "USA_destroyer_fletcher_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.1
}

# USA_light_cruiser_brooklyn
entity = {
	name = "USA_light_cruiser_entity"
	pdxmesh = "USA_light_cruiser_brooklyn_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.1
}

# USA_heavy_cruiser_pensacola
entity = {
	name = "USA_heavy_cruiser_0_entity"
	pdxmesh = "USA_heavy_cruiser_pensacola_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 2.7
}