#light_tank_destroyer_brigade
#light_sp_anti_air_brigade
#light_sp_artillery_brigade
#modern_armor

entity = {
	name = "amphibious_mechanized_entity"
	pdxmesh = "generic_amphibious_mechanized_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "naval_move"		animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "attack"			animation = "move" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "naval_attack"		animation = "amphibious_attack"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "move" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}

	scale = 0.7
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ENG_amphibious_armor_entity"
	pdxmesh = "ENG_amphibious_armor_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "naval_attack"			animation = "amphibious_move" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ENG_amphibious_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 = "naval_attack"		animation = "move" 					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 }
	state = { name = "naval_move"		animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	scale = 1.0
	
	attach = { 	name = "vehicle"			vehicle = "ENG_amphibious_mechanized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "commonwealth_gfx_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "ENG_amphibious_mechanized_vehicle_entity"
	pdxmesh = "ENG_amphibious_mechanized_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "idle" animation_blend_time = 0.3 }
	state = { name = "naval_attack"			animation = "amphibious_move" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "defend"			animation = "idle" animation_blend_time = 0.3 }
	state = { name = "support_attack"	animation = "idle" animation_blend_time = 0.3 }
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_amphibious_armor_entity"
	pdxmesh = "GER_amphibious_armor_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="front_moving_water_effect1" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="front_moving_water_effect2" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="front_moving_water_effect1" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="front_moving_water_effect2" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.55

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_amphibious_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 = "naval_attack"		animation = "move" 					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 }
	state = { name = "naval_move"		animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1.0
	
	attach = { 	name = "vehicle"			vehicle = "GER_amphibious_mechanized_vehicle_entity" }
	attach = { 	name = "infantry"			infantry = "GER_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "GER_amphibious_mechanized_vehicle_entity"
	pdxmesh = "GER_amphibious_mechanized_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "idle" animation_blend_time = 0.3 }
	state = { name = "naval_attack"			animation = "amphibious_move" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "defend"			animation = "idle" animation_blend_time = 0.3 }
	state = { name = "support_attack"	animation = "idle" animation_blend_time = 0.3 }
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "SOV_amphibious_armor_entity"
	pdxmesh = "SOV_amphibious_armor_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "USA_amphibious_mechanized_entity"
	pdxmesh = "USA_amphibious_mechanized_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "attack"			animation = "move" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "move" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}

	scale = 0.7
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "USA_amphibious_armor_entity"
	pdxmesh = "USA_amphibious_armor_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_amphibious_armor_entity"
	pdxmesh = "JAP_amphibious_armor_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.6

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_amphibious_mechanized_entity"
	pdxmesh = "JAP_amphibious_mechanized_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0.1 node="barrel_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}

	scale = 0.6
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "amphibious_armor_entity"
	pdxmesh = "generic_amphibious_armor_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "naval_move"				animation = "amphibious_move"   animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "naval_attack"			animation = "amphibious_attack" animation_blend_time = 0.3 
		event = { time = 0 node="front_moving_water_effect" particle = "amphibious_move_water_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}