#light_tank_destroyer_brigade
#light_sp_anti_air_brigade
#light_sp_artillery_brigade
#modern_armor

entity = {
	name = "GER_heavy_sp_artillery_brigade_1_entity"
	pdxmesh = "GER_heavy_tank_artillery_1_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 = "ger_heavy_sp_artillery_moving" } }
	}
	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 = "ger_heavy_sp_artillery_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_sp_artillery_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_sp_artillery_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_sp_artillery_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = "GER_heavy_tank_destroyer_brigade_0_entity"
	pdxmesh = "GER_heavy_tank_destroyer_0_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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "GER_heavy_tank_destroyer_brigade_1_entity"
	pdxmesh = "GER_heavy_tank_destroyer_1_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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "GER_heavy_tank_destroyer_brigade_2_entity"
	pdxmesh = "GER_heavy_tank_destroyer_2_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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "GER_light_sp_anti_air_brigade_0_entity"
	pdxmesh = "GER_light_tank_aa_0_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 = "ger_light_sp_anti_air_moving" } }
	}
	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 = "ger_light_sp_anti_air_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_light_sp_anti_air_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash"  } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_light_sp_anti_air_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_light_sp_anti_air_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	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 = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_light_sp_artillery_brigade_0_entity"
	pdxmesh = "GER_light_tank_artillery_0_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_light_sp_artillery_brigade_1_entity"
	pdxmesh = "GER_light_tank_artillery_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_light_tank_destroyer_brigade_0_entity"
	pdxmesh = "GER_light_tank_destroyer_0_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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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 = "ger_heavy_tank_destroyer_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_light_tank_destroyer_brigade_1_entity"
	pdxmesh = "GER_light_tank_destroyer_1_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="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 = "ger_heavy_tank_destroyer_moving" } }
	}
	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="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 = "ger_heavy_tank_destroyer_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_sp_anti_air_brigade_0_entity"
	pdxmesh = "GER_medium_tank_aa_0_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="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 = "ger_medium_sp_anti_air_1_moving" } }
	}
	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="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 = "ger_medium_sp_anti_air_1_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	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 } 
	}

	scale = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_sp_anti_air_brigade_1_entity"
	pdxmesh = "GER_medium_tank_aa_1_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="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 = "ger_medium_sp_anti_air_1_moving" } }
	}
	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="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 = "ger_medium_sp_anti_air_1_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = ger_medium_sp_anti_air_1_fire } } 
		event = { time = 0 node="barrel" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" } 
	}
	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 } 
	}

	scale = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_sp_anti_air_brigade_2_entity"
	pdxmesh = "GER_medium_tank_aa_2_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="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 = "ger_medium_sp_anti_air_2_moving" } }
	}
	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="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 = "ger_medium_sp_anti_air_2_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "ger_medium_sp_anti_air_2_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "ger_medium_sp_anti_air_2_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_lower_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "ger_medium_sp_anti_air_2_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 } 
	}

	scale = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_sp_artillery_brigade_0_entity"
	pdxmesh = "GER_medium_tank_artillery_0_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="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		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_medium_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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_sp_artillery_brigade_1_entity"
	pdxmesh = "GER_medium_tank_artillery_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_sp_artillery_brigade_2_entity"
	pdxmesh = "GER_medium_tank_artillery_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_tank_destroyer_brigade_0_entity"
	pdxmesh = "GER_medium_tank_destroyer_0_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_tank_destroyer_brigade_1_entity"
	pdxmesh = "GER_medium_tank_destroyer_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_medium_tank_destroyer_brigade_2_entity"
	pdxmesh = "GER_medium_tank_destroyer_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "GER_modern_sp_anti_air_brigade_0_entity"
	pdxmesh = "GER_modern_tank_aa_0_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="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 = "ger_modern_sp_anti_air_0_moving" } }
	}
	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="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 = "ger_modern_sp_anti_air_0_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "ger_modern_sp_anti_air_0_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "ger_modern_sp_anti_air_0_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "ger_modern_sp_anti_air_0_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 } 
	}

	scale = 0.6
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_heavy_armor_2_entity"
	pdxmesh = "ITA_heavy_tank_2_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="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		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_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes  } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes  } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes  } 
	}
	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 } 
	}

	scale = 0.6
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_heavy_sp_artillery_brigade_1_entity"
	pdxmesh = "ITA_heavy_tank_artillery_1_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="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 = "ita_heavy_sp_artillery_moving" } }
	}
	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="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 = "ita_heavy_sp_artillery_moving" } }
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.6
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_light_armor_1_entity"
	pdxmesh = "ITA_light_tank_1_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_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.8
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_light_tank_destroyer_brigade_0_entity"
	pdxmesh = "ITA_light_tank_destroyer_0_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_light_tank_destroyer_brigade_1_entity"
	pdxmesh = "ITA_light_tank_destroyer_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ger_heavy_tank_destroyer_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_mechanized_entity"
	version = 1
	pdxmesh = "motorized_frame_mesh"
	
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	scale = 1.0
	
	attach = { 	name = "vehicle"			vehicle = "ITA_mechanized_vehicle_1_entity" }
	attach = { 	name = "infantry"			infantry = "ITA_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "ITA_mechanized_vehicle_1_entity"
	pdxmesh = "ITA_mechanized_equipment_1_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_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 = "ita_mechanized_moving" } }
		}
	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_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 = "ita_mechanized_moving" } }
		}
	state = { name = "attack"			animation = "idle" animation_blend_time = 0.3 }
	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 }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_medium_armor_1_entity"
	pdxmesh = "ITA_medium_tank_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_medium_sp_anti_air_brigade_2_entity"
	pdxmesh = "ITA_medium_tank_aa_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_lower_left" 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_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_lower_left" 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 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_lower_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0 node="barrel_lower_left" 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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_medium_sp_artillery_brigade_1_entity"
	pdxmesh = "ITA_medium_tank_artillery_1_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_medium_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_medium_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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_medium_sp_artillery_brigade_2_entity"
	pdxmesh = "ITA_medium_tank_artillery_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = ita_heavy_sp_artillery_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_medium_tank_destroyer_brigade_1_entity"
	pdxmesh = "ITA_medium_tank_destroyer_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "ITA_medium_tank_destroyer_brigade_2_entity"
	pdxmesh = "ITA_medium_tank_destroyer_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = ger_heavy_tank_destroyer_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_heavy_armor_1_entity"
	pdxmesh = "JAP_heavy_tank_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_heavy_armor_2_entity"
	pdxmesh = "JAP_heavy_tank_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_heavy_sp_artillery_brigade_0_entity"
	pdxmesh = "JAP_heavy_tank_artillery_0_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 = "jap_heavy_sp_artillery_0_moving" } }
	}
	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 = "jap_heavy_sp_artillery_0_moving" } }
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_heavy_sp_artillery_brigade_1_entity"
	pdxmesh = "JAP_heavy_tank_artillery_1_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 = "jap_heavy_sp_artillery_1_moving" } }
	}
	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 = "jap_heavy_sp_artillery_1_moving" } }
	}
	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 = jap_heavy_sp_artillery_1_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_1_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_1_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_super_heavy_armor_entity"
	pdxmesh = "JAP_super_heavy_tank_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 = "jap_super_heavy_armor_moving" } }
	}
	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 = "jap_super_heavy_armor_moving" } }
	}
	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 = jap_super_heavy_armor_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_super_heavy_armor_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_super_heavy_armor_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_heavy_tank_destroyer_brigade_0_entity"
	pdxmesh = "JAP_heavy_tank_destroyer_0_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 = "jap_heavy_tank_destroyer_0_moving" } }
	}
	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 = "jap_heavy_tank_destroyer_0_moving" } }
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_heavy_tank_destroyer_brigade_1_entity"
	pdxmesh = "JAP_heavy_tank_destroyer_1_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 = "jap_heavy_tank_destroyer_1_moving" } }
	}
	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 = "jap_heavy_tank_destroyer_1_moving" } }
	}
	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 = jap_heavy_tank_destroyer_1_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_1_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_1_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = "JAP_light_armor_0_entity"
	pdxmesh = "JAP_light_tank_0_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="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		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_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_light_armor_2_entity"
	pdxmesh = "JAP_light_tank_2_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_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_light_sp_anti_air_brigade_1_entity"
	pdxmesh = "JAP_light_tank_aa_1_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_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			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 = "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 = "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 = "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 } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = -0.5
	}
}

entity = {
	name = "JAP_light_sp_anti_air_brigade_2_entity"
	pdxmesh = "JAP_light_tank_aa_2_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_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" 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_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" 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 node="barrel_upper_right" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 0.15 node="barrel_upper_left" 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="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_light_sp_artillery_brigade_2_entity"
	pdxmesh = "JAP_light_tank_artillery_2_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_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_light_tank_destroyer_brigade_2_entity"
	pdxmesh = "JAP_light_tank_destroyer_2_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_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 } 
	}

	scale = 0.4
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_mechanized_entity"
	version = 1
	pdxmesh = "motorized_frame_mesh"
	
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	scale = 1.0
	
	attach = { 	name = "vehicle"			vehicle = "JAP_mechanized_vehicle_0_entity" }
	attach = { 	name = "infantry"			infantry = "JAP_vehicle_infantry_rifle_entity" }
}

entity = {
	name = "JAP_mechanized_vehicle_0_entity"
	pdxmesh = "JAP_mechanized_equipment_0_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_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 = "jap_mechanized_vehicle_moving" } }
		}
	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_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 = "jap_mechanized_vehicle_moving" } }
		}
	state = { name = "attack"			animation = "idle" animation_blend_time = 0.3 }
	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 }
	}

	scale = 0.7

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_armor_1_entity"
	pdxmesh = "JAP_medium_tank_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_armor_2_entity"
	pdxmesh = "JAP_medium_tank_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = heavy_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_sp_artillery_brigade_0_entity"
	pdxmesh = "JAP_medium_tank_artillery_0_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_sp_artillery_brigade_1_entity"
	pdxmesh = "JAP_medium_tank_artillery_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_sp_artillery_brigade_2_entity"
	pdxmesh = "JAP_medium_tank_artillery_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_sp_artillery_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_tank_destroyer_brigade_0_entity"
	pdxmesh = "JAP_medium_tank_destroyer_0_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_tank_destroyer_brigade_1_entity"
	pdxmesh = "JAP_medium_tank_destroyer_1_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_medium_tank_destroyer_brigade_2_entity"
	pdxmesh = "JAP_medium_tank_destroyer_2_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 = "tank_engine_medium_move" } }
	}
	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 = "tank_engine_medium_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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = jap_heavy_tank_destroyer_0_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	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 = 0.5
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "JAP_modern_armor_entity"
	pdxmesh = "JAP_modern_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="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 = "jap_modern_armor_moving" } }
	}
	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 = "jap_modern_armor_moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = jap_modern_armor_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = jap_modern_armor_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = jap_modern_armor_fire }} 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes light = "muzzle_flash" } 
	}
	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
	}
}