####################################################### DENMARK ###########################################################
#INCLUDES CLONES FOR BBA AND NON-BBA ENTITYS. IN CASE WE GET CODE SUPPORT FOR SHOWING DIFFERENT 3D MODELS IN THE BBA TECH-TREE.

### light -----------------------------------------------------------------------------------------------------------------

#generic DEN_light_plane
entity = {
	name = "DEN_light_plane_entity"
	pdxmesh = "DEN_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 = "root"	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 = 0.144
}

#generic DEN_light_plane CLONE
entity = {
	clone = "DEN_light_plane_entity"
	name = "DEN_fighter_equipment_entity"
}

#Marinejeger OV-J-1
entity = {
	name = "DEN_light_plane_1_entity"
	pdxmesh = "DEN_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

}

#Marinejeger OV-J-1 CLONE
entity = {
	clone = "DEN_light_plane_1_entity"
	name = "DEN_fighter_equipment_1_entity"
}

#Marinejeger OV-B-1
entity = {
	name = "DEN_light_plane_1_var_1_entity"
	pdxmesh = "DEN_light_plane_1_var_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

}

#Marinejeger OV-B-1 CLONE
entity = {
	clone = "DEN_light_plane_1_var_1_entity"
	name = "DEN_CAS_equipment_1_entity"
}

### Medium ----------------------------------------------------------------------------------------------------------------

#generic DEN_medium_plane
entity = {
	name = "DEN_medium_plane_entity"
	pdxmesh = "DEN_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 }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.176

}

#generic DEN_medium_plane CLONE
entity = {
	clone = "DEN_medium_plane_entity"
	name = "DEN_tac_bomber_equipment_entity"
}

### Heavy -----------------------------------------------------------------------------------------------------------------

#generic DEN_heavy_plane
entity = {
	name = "DEN_heavy_plane_entity"
	pdxmesh = "DEN_heavy_plane_mesh"

	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_heavy_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 = 0.288
}

#generic DEN_heavy_plane CLONE
entity = {
	clone = "DEN_heavy_plane_entity"
	name = "DEN_strat_bomber_equipment_entity"
}

####################################################### FINLAND ###########################################################
### light -----------------------------------------------------------------------------------------------------------------

### Medium ----------------------------------------------------------------------------------------------------------------

### Heavy -----------------------------------------------------------------------------------------------------------------

####################################################### ICELAND ############################################################
### light -----------------------------------------------------------------------------------------------------------------

### Medium ----------------------------------------------------------------------------------------------------------------

### Heavy -----------------------------------------------------------------------------------------------------------------

####################################################### NORWAY ############################################################
### light -----------------------------------------------------------------------------------------------------------------

#generic NOR_light_plane
entity = {
	name = "NOR_light_plane_entity"
	pdxmesh = "NOR_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 = "root"	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 = 0.144
}

#generic NOR_light_plane CLONE
entity = {
	clone = "NOR_light_plane_entity"
	name = "NOR_fighter_equipment_entity"
}

#Fokker C.V-D
entity = {
	name = "NOR_light_plane_0_entity"
	pdxmesh = "NOR_light_plane_0_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 = 0.140

}
#Fokker C.V-D CLONE
entity = {
	clone = "NOR_light_plane_0_entity"
	name = "NOR_CAS_equipment_0_entity"
}

### Medium ----------------------------------------------------------------------------------------------------------------

#generic NOR_medium_plane
entity = {
	name = "NOR_medium_plane_entity"
	pdxmesh = "NOR_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 }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.176

}

#generic NOR_medium_plane CLONE
entity = {
	clone = "NOR_medium_plane_entity"
	name = "NOR_tac_bomber_equipment_entity"
}

### Heavy -----------------------------------------------------------------------------------------------------------------

#generic NOR_heavy_plane
entity = {
	name = "NOR_heavy_plane_entity"
	pdxmesh = "NOR_heavy_plane_mesh"

	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_heavy_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 = 0.288
}

#generic NOR_heavy_plane CLONE
entity = {
	clone = "NOR_heavy_plane_entity"
	name = "NOR_strat_bomber_equipment_entity"
}

####################################################### SWEDEN ############################################################
#INCLUDES CLONES FOR BBA AND NON-BBA ENTITYS. IN CASE WE GET CODE SUPPORT FOR SHOWING DIFFERENT 3D MODELS IN THE BBA TECH-TREE.

### light -----------------------------------------------------------------------------------------------------------------

#J8 Gladiator
entity = {
	name = "SWE_light_plane_0_entity"
	pdxmesh = "SWE_light_plane_0_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

}
#J8 Gladiator CLONE
entity = {
	clone = "SWE_light_plane_0_entity"
	name = "SWE_fighter_equipment_0_entity"
}


#J9
entity = {
	name = "SWE_light_plane_1_entity"
	pdxmesh = "SWE_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 }
		
	}
	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

}
#J9 CLONE
entity = {
	clone = "SWE_light_plane_1_entity"
	name = "SWE_fighter_equipment_1_entity" #Not sure if this is the correct name!
}

#DEFAULT LIGHT SWEDISH PLANE
entity = {
	clone = "SWE_light_plane_1_entity"
	name = "SWE_light_plane_entity"
}

#B17
entity = {
	name = "SWE_light_plane_2_entity"
	pdxmesh = "SWE_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

}
#B17 CLONE
entity = {
	clone = "SWE_light_plane_2_entity"
	name = "SWE_CAS_equipment_2_entity" #Not sure if this is the correct name!
}

#J 22A
entity = {
	name = "SWE_light_plane_3_entity"
	pdxmesh = "SWE_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

}
#J 22A CLONE
entity = {
	clone = "SWE_light_plane_3_entity"
	name = "SWE_fighter_equipment_2_entity" #Not sure if this is the correct name!
}

### Medium ----------------------------------------------------------------------------------------------------------------

#Junkers Ju-52
entity = {
	name = "SWE_medium_plane_0_entity"
	pdxmesh = "SWE_medium_plane_0_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

}

#Junkers Ju-52 CLONE
entity = {
	clone = "SWE_medium_plane_0_entity"
	name = "SWE_tac_bomber_equipment_0_entity"
}

#Junkers Ju 86
entity = {
	name = "SWE_medium_plane_1_entity"
	pdxmesh = "SWE_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 = 0.145

}

#DEFAULT MEDIUM SWEDISH PLANE
entity = {
	clone = "SWE_medium_plane_1_entity"
	name = "SWE_medium_plane_entity"
}

#Junkers Ju-86 CLONE
entity = {
	clone = "SWE_medium_plane_1_entity"
	name = "SWE_tac_bomber_equipment_1_entity"
}

#B18
entity = {
	name = "SWE_medium_plane_2_entity"
	pdxmesh = "SWE_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 }
		
	}
	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 = 0.2

}
#B18 CLONE
entity = {
	clone = "SWE_medium_plane_2_entity"
	name = "SWE_tac_bomber_equipment_2_entity"
}

### Heavy -----------------------------------------------------------------------------------------------------------------

#generic SWE_heavy_plane
entity = {
	name = "SWE_heavy_plane_entity"
	pdxmesh = "SWE_heavy_plane_mesh"

	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_heavy_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 = 0.288
}

#generic SWE_heavy_plane CLONE
entity = {
	clone = "SWE_heavy_plane_entity"
	name = "SWE_strat_bomber_equipment_entity"
}

### Modern ----------------------------------------------------------------------------------------------------------------

#J 21A
entity = {
	name = "SWE_modern_plane_entity"
	pdxmesh = "SWE_modern_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

}

#J 21A
entity = {
	clone = "SWE_modern_plane_entity"
	name = "SWE_fighter_equipment_3_entity" #Not sure if this is the correct name!
}

### Jet Plane ------------------------------------------------------------------------------------------------------------

#J 21R
entity = {
	name = "SWE_jet_plane_entity"
	pdxmesh = "SWE_jet_plane_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_ger_jet_fire" } }
		event = { time = 0.3 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.3 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.3 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	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_jet_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 = 0.14
}

}
#J 21R
#entity = {
#	clone = "SWE_jet_plane_entity"
#	name = "SWE_fighter_equipment_4_entity" #Not sure if this is the correct name! maybe SWE_cv_fighter_equipment?
#}

###########################################################################################################################
#                                                     NON-NORDIC                                                          #
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