##########################
# ENGLAND / COMMONWEALTH #
##########################

entity = {
	name = "ENG_armored_car_0_entity"
	pdxmesh = "ENG_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ENG_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ENG_car_01_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "ENG_armored_car_1_entity"
	pdxmesh = "ENG_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ENG_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ENG_car_03_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 = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}



##########
# FRANCE #
##########

entity = {
	name = "FRA_armored_car_0_entity"
	pdxmesh = "FRA_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "FRA_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "FRA_car_01_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "FRA_armored_car_1_entity"
	pdxmesh = "FRA_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "FRA_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "FRA_car_03_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 = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}



###########
# GENERIC #
###########

entity = {
	name = "armored_car_0_entity"
	pdxmesh = "generic_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_01_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 = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "armored_car_1_entity"
	pdxmesh = "generic_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_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 = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}


###########
# GERMANY #
###########

entity = {
	name = "GER_armored_car_0_entity"
	pdxmesh = "GER_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "GER_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "GER_car_01_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 = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "GER_armored_car_1_entity"
	pdxmesh = "GER_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "GER_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "GER_car_03_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 = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}



#########
# ITALY #
#########

entity = {
	name = "ITA_armored_car_0_entity"
	pdxmesh = "ITA_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ITA_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ITA_car_01_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "ITA_armored_car_1_entity"
	pdxmesh = "ITA_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ITA_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "ITA_car_03_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 = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}



#########
# JAPAN #
#########

entity = {
	name = "JAP_armored_car_0_entity"
	pdxmesh = "JAP_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "JAP_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "JAP_car_01_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "JAP_armored_car_1_entity"
	pdxmesh = "JAP_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "JAP_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "JAP_car_03_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}


##########
# SOVIET #
##########

entity = {
	name = "SOV_armored_car_0_entity"
	pdxmesh = "SOV_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "SOV_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "SOV_car_01_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 = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "SOV_armored_car_1_entity"
	pdxmesh = "SOV_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "SOV_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "SOV_car_03_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}



#######
# USA #
#######

entity = {
	name = "USA_armored_car_0_entity"
	pdxmesh = "USA_armored_car_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "USA_car_01_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "USA_car_01_Moving" } }
	}
	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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

entity = {
	name = "USA_armored_car_1_entity"
	pdxmesh = "USA_armored_car_3_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="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "USA_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "USA_car_03_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 = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1
}

############
# PORTUGAL #
############

	entity = {
		name = "POR_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "POR_vehicle_infantry_rifle_entity" }
	}
	
	entity = {
		name = "POR_vehicle_infantry_rifle_entity"
		pdxmesh = "LaR_POR_infantry_rifle_mesh"	
		
		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
		
		scale = 0.8			
	}
	
	entity = {
		name = "POR_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "POR_vehicle_infantry_rifle_entity" }
	}

#######################
# SPANISH NATIONALIST #
#######################

	entity = {
		name = "SPR_nationalist_spain_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_nationalist_spain_vehicle_infantry_rifle_entity" }
	}
	
	entity = {
		name = "SPR_nationalist_spain_vehicle_infantry_rifle_entity"
		pdxmesh = "LaR_SPA_infantry_rifle_mesh"	
		
		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
		
		scale = 0.8			
	}
	
	entity = {
		name = "SPR_nationalist_spain_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_nationalist_spain_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "SPA_directory_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_nationalist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPA_directory_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_nationalist_spain_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "SPB_kingdom_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPB_kingdom_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPA_spanish_empire_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPA_spanish_empire_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}

###################
# SPANISH CARLIST #
###################

	entity = {
		name = "SPR_carlist_spain_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}
	
	entity = {
		name = "SPR_carlist_spain_vehicle_infantry_rifle_entity"
		pdxmesh = "LaR_SPB_infantry_rifle_mesh"	
		
		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
		
		scale = 0.8			
	}
	
	entity = {
		name = "SPR_carlist_spain_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "ESU_POR_unified_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "ESU_POR_unified_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_carlist_spain_vehicle_infantry_rifle_entity" }
	}

#####################
# SPANISH ANARCHIST #
#####################

	entity = {
		name = "SPR_anarchist_spain_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}
	
	entity = {
		name = "SPR_anarchist_spain_vehicle_infantry_rifle_entity"
		pdxmesh = "LaR_SPC_infantry_rifle_mesh"	
		
		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
		
		scale = 0.8			
	}
	
	entity = {
		name = "SPR_anarchist_spain_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "SPC_regional_defense_council_of_iberia_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPC_regional_defense_council_of_iberia_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "SPC_global_defense_council_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPC_global_defense_council_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "SPC_poum_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}
	entity = {
		name = "SPC_poum_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_anarchist_spain_vehicle_infantry_rifle_entity" }
	}

######################
# SPANISH REPUBLICAN #
######################

	entity = {
		name = "SPR_republican_spain_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "SOV_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_republican_spain_vehicle_infantry_rifle_entity" }
	}
	
	entity = {
		name = "SPR_republican_spain_vehicle_infantry_rifle_entity"
		pdxmesh = "LaR_SPD_infantry_rifle_mesh"	
		
		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
		
		scale = 0.8			
	}
	
	entity = {
		name = "SPR_republican_spain_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "SPR_republican_spain_vehicle_infantry_rifle_entity" }
	}







































#########################################################################################
#																						#
#										OLD												#
#																						#
#########################################################################################

#######
# SPA #
#######

#	entity = {
#		name = "SPA_mechanized_entity_old"
#		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 = "SOV_mechanized_vehicle_entity" }
#		attach = { 	name = "infantry"			infantry = "SPA_vehicle_infantry_rifle_entity_old" }
#	}
#	
#	entity = {
#		name = "SPA_vehicle_infantry_rifle_entity_old"
#		pdxmesh = "LaR_SPA_infantry_rifle_mesh"	
#		
#		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
#		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
#		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
#		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
#		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
#			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
#		}
#		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
#		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		
#		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
#		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
#		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
#		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
#		
#		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
#		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
#		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
#		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
#		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
#		
#		scale = 0.8			
#	}
#	
#	entity = {
#		name = "SPA_motorized_entity_old"
#		pdxmesh = "motorized_frame_mesh"
#		
#		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		scale = 1.0
#		
#		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
#		attach = { 	name = "infantry"			infantry = "SPA_vehicle_infantry_rifle_entity_old" }
#	}



#######
# SPR #
#######

#	entity = {
#		name = "SPR_mechanized_entity_old"
#		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 = "SOV_mechanized_vehicle_entity" }
#		attach = { 	name = "infantry"			infantry = "SPR_vehicle_infantry_rifle_entity_old" }
#	}
#	
#	entity = {
#		name = "SPR_vehicle_infantry_rifle_entity_old"
#		pdxmesh = "LaR_SPR_infantry_rifle_mesh"	
#		
#		state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
#		state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
#		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
#		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
#		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
#			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
#		}
#		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
#		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
#		
#		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }	
#		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
#		attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
#		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
#		
#		attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
#		attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
#		attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
#		attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
#		attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
#		
#		scale = 0.8			
#	}
#	
#	entity = {
#		name = "SPR_motorized_entity_old"
#		pdxmesh = "motorized_frame_mesh"
#		
#		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
#		scale = 1.0
#		
#		attach = { 	name = "vehicle"			vehicle = "generic_motorized_vehicle_entity" }
#		attach = { 	name = "infantry"			infantry = "SPR_vehicle_infantry_rifle_entity_old" }
#	}




