# Italy
entity = {
	name = "ITA_CAS_equipment_1_entity"
	pdxmesh = "ITA_cas_1_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
		}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
    name = "ITA_CAS_equipment_2_entity"
	pdxmesh = "ITA_cas_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
		}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
    name = "ITA_CAS_equipment_3_entity"
	pdxmesh = "ITA_cas_3_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
	name = "ITA_fighter_equipment_1_entity"
	pdxmesh = "ITA_fighter_1_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
	name = "ITA_fighter_equipment_2_entity"
	pdxmesh = "ITA_fighter_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
	name = "ITA_fighter_equipment_3_entity"
	pdxmesh = "ITA_fighter_3_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
	name = "ITA_fighter_equipment_0_entity"
	pdxmesh = "ITA_interwar_fighter_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}

entity = {
	name = "ITA_cv_fighter_equipment_0_entity"
	pdxmesh = "ITA_interwar_carrier_fighter_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}

entity = {
	name = "ITA_cv_fighter_equipment_1_entity"
	pdxmesh = "ITA_carrier_fighter_1_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}

entity = {
	name = "ITA_cv_fighter_equipment_2_entity"
	pdxmesh = "ITA_carrier_fighter_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}

entity = {
	name = "ITA_cv_fighter_equipment_3_entity"
	pdxmesh = "ITA_carrier_fighter_3_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}

entity = {
    name = "ITA_heavy_fighter_equipment_1_entity"
	pdxmesh = "ITA_heavy_fighter_1_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
	name = "ITA_strat_bomber_equipment_2_entity"
	pdxmesh = "ITA_strat_bomber_2_mesh"
	
	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}	

entity = {
	name = "ITA_strat_bomber_equipment_3_entity"
	pdxmesh = "ITA_strat_bomber_3_mesh"
	
	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_medium_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}	

entity = {
	name = "ITA_cv_CAS_equipment_1_entity"
	pdxmesh = "ITA_carrier_cas_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
				
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}	

entity = {
	name = "ITA_cv_CAS_equipment_2_entity"
	pdxmesh = "ITA_carrier_cas_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
				
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}

entity = {
	name = "ITA_cv_CAS_equipment_3_entity"
	pdxmesh = "ITA_carrier_cas_3_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
				
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}		

entity = {
	name = "ITA_cv_nav_bomber_equipment_1_entity"
	pdxmesh = "ITA_carrier_nav_1_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
				
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}	
	
entity = {
	name = "ITA_cv_nav_bomber_equipment_2_entity"
	pdxmesh = "ITA_carrier_nav_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
				
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}		

entity = {
	name = "ITA_cv_nav_bomber_equipment_3_entity"
	pdxmesh = "ITA_carrier_nav_3_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
				
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.135
}		

entity = {
	name = "ITA_interwar_bomber_entity"
	pdxmesh = "ITA_interwar_bomber_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_strat_bomber_1_entity"
	pdxmesh = "ITA_strat_bomber_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_tac_bomber_1_entity"
	pdxmesh = "ITA_tac_bomber_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_tac_bomber_2_entity"
	pdxmesh = "ITA_tac_bomber_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_tac_bomber_3_entity"
	pdxmesh = "ITA_tac_bomber_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_heavy_fighter_2_entity"
	pdxmesh = "ITA_heavy_fighter_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.175
}
entity = {
	name = "ITA_heavy_fighter_3_entity"
	pdxmesh = "ITA_heavy_fighter_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_nav_1_entity"
	pdxmesh = "ITA_nav_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_nav_2_entity"
	pdxmesh = "ITA_nav_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ITA_nav_3_entity"
	pdxmesh = "ITA_nav_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_light_plane_1_entity"
	pdxmesh = "ENG_light_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_light_plane_2_entity"
	pdxmesh = "ENG_light_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_medium_plane_3_entity"
	pdxmesh = "ENG_medium_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}

entity = {
	name = "USA_heavy_plane_2_entity"
	pdxmesh = "USA_heavy_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.21
}
entity = {
	name = "USA_light_plane_1_entity"
	pdxmesh = "USA_light_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun5" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun6" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_light_plane_2_entity"
	pdxmesh = "USA_light_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_light_plane_3_entity"
	pdxmesh = "USA_light_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun5" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun6" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_light_plane_4_entity"
	pdxmesh = "USA_light_plane_4_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun5" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_medium_plane_1_entity"
	pdxmesh = "USA_medium_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "JAP_light_plane_1_entity"
	pdxmesh = "JAP_light_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_light_plane_2_entity"
	pdxmesh = "JAP_light_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_light_plane_3_entity"
	pdxmesh = "JAP_light_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_light_plane_3_entity"
	pdxmesh = "ENG_light_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_medium_plane_2_entity"
	pdxmesh = "ENG_medium_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "FRA_light_plane_1_entity"
	pdxmesh = "FRA_light_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "GER_medium_jet_plane_1_entity"
	pdxmesh = "GER_medium_jet_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "GER_medium_plane_1_entity"
	pdxmesh = "GER_medium_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "JAP_heavy_plane_1_entity"
	pdxmesh = "JAP_heavy_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}
entity = {
	name = "JAP_heavy_plane_2_entity"
	pdxmesh = "JAP_heavy_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}
entity = {
	name = "JAP_jet_plane_1_entity"
	pdxmesh = "JAP_jet_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_light_plane_4_entity"
	pdxmesh = "JAP_light_plane_4_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "SOV_jet_plane_1_entity"
	pdxmesh = "SOV_jet_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_jet_plane_1_entity"
	pdxmesh = "USA_jet_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_medium_plane_2_entity"
	pdxmesh = "USA_medium_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "ENG_heavy_plane_1_entity"
	pdxmesh = "ENG_heavy_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.21
}
entity = {
	name = "FRA_medium_plane_1_entity"
	pdxmesh = "FRA_medium_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "GER_heavy_plane_2_entity"
	pdxmesh = "GER_heavy_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine5" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine6" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.21
}
entity = {
	name = "GER_medium_plane_2_entity"
	pdxmesh = "GER_medium_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "JAP_medium_plane_3_entity"
	pdxmesh = "JAP_medium_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.18
}
entity = {
	name = "USA_heavy_plane_3_entity"
	pdxmesh = "USA_heavy_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine6" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}
entity = {
	name = "FRA_light_plane_2_entity"
	pdxmesh = "FRA_light_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}

entity = {
	name = "JAP_medium_plane_2_entity"
	pdxmesh = "JAP_medium_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_light_plane_5_entity"
	pdxmesh = "USA_light_plane_5_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_light_plane_6_entity"
	pdxmesh = "USA_light_plane_6_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "GER_light_plane_4_entity"
	pdxmesh = "GER_light_plane_4_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "GER_rocket_plane_1_entity"
	pdxmesh = "GER_rocket_plane_1_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_heavy_plane_2_entity"
	pdxmesh = "ENG_heavy_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}
entity = {
	name = "ENG_light_plane_4_entity"
	pdxmesh = "ENG_light_plane_4_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ENG_medium_jet_plane_entity"
	pdxmesh = "ENG_medium_jet_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.155
}
entity = {
	name = "ETH_heavy_plane_entity"
	pdxmesh = "ETH_heavy_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}
entity = {
	name = "ETH_light_plane_entity"
	pdxmesh = "ETH_light_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "ETH_medium_plane_entity"
	pdxmesh = "ETH_medium_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.155
}
entity = {
	name = "FRA_light_plane_3_entity"
	pdxmesh = "FRA_light_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.155
}
entity = {
	name = "FRA_medium_plane_2_entity"
	pdxmesh = "FRA_medium_plane_2_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_light_plane_5_entity"
	pdxmesh = "JAP_light_plane_5_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_light_plane_6_entity"
	pdxmesh = "JAP_light_plane_6_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_light_plane_7_entity"
	pdxmesh = "JAP_light_plane_7_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "JAP_medium_plane_4_entity"
	pdxmesh = "JAP_medium_plane_4_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.165
}
entity = {
	name = "SWI_heavy_plane_entity"
	pdxmesh = "SWI_heavy_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.2
}
entity = {
	name = "SWI_light_plane_entity"
	pdxmesh = "SWI_light_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.155
}
entity = {
	name = "SWI_medium_plane_entity"
	pdxmesh = "SWI_medium_plane_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.185
}
entity = {
	name = "USA_light_plane_7_entity"
	pdxmesh = "USA_light_plane_7_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_light_plane_8_entity"
	pdxmesh = "USA_light_plane_8_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3" particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145
}
entity = {
	name = "USA_medium_plane_3_entity"
	pdxmesh = "USA_medium_plane_3_mesh"

	state = { name = "fire" animation = "idle"
		event = { time = 0 node = "gun1" particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2" particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle"
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle"
		event = { time = 0 node = "engine1" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2" particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle"
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.165
}
