####################################################### Norway ###########################################################
### Battleship -----------------------------------------------------------------------------------------------------------------

#NOR_battleship_0 (Eidsvold)
entity = {
	name = "NOR_battleship_entity"
	pdxmesh = "NOR_battleship_0_mesh"
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
		}
	
	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.1 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { sound = { soundeffect = super_heavy_battleship_attack } }
		
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.2 type = big }
		}
	}
	
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.6 type = big }
			hitmiss_effect = { time = 0.8 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }	
		#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.1 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}	
		
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
				
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.1 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash		
		#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle"  keep_particle = yes }		
		#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle"  keep_particle = yes }		
		
		#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.2 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
		event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		#event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle"  keep_particle = yes }	
		#event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}

		
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 
		#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle"  keep_particle = yes }
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.6 type = big }
			hitmiss_effect = { time = 0.8 type = big }
		}
	}
	
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
		event = { time = 1.3 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.15 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.6 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle"  keep_particle = yes }
		event = { time = 0.3 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle"  keep_particle = yes }
		event = { time = 0.45 node="hit_effect_locator2" particle = "ship_hit_effect_big_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	scale = 3
}

### Destroyer -----------------------------------------------------------------------------------------------------------------

#NOR_destroyer_0 (Sleipner)
entity = {
	name = "NOR_destroyer_entity"
	pdxmesh = "NOR_destroyer_0_mesh"

	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }}
		}

	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 	
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3 
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping"
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam	
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop"
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 

		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0.2 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.25 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.3 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0.2 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.25 node="turret_02" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash	
		event = { time = 0.3 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	

		event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		game_data = {
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.35 type = big }
			hitmiss_effect = { time = 0.4 type = big }
			hitmiss_effect = { time = 0.45 type = big }
		}
	}
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
	
		event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 1.5 particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	
	scale = 1.5
}



####################################################### Germany ###########################################################

### Heavy Cruiser ---------------------------------------------------------------------------------------------------------

entity = { 
	name = "GER_heavy_cruiser_2_entity"
	pdxmesh = "GER_heavy_cruiser_2_mesh" 
	
	default_state = idle
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 particle = "ship_idle_particle"  keep_particle = yes  }
		event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }}
		}
	
	state = { name = "move"	animation = "idle" animation_blend_time = 0.3 
		event = { time = 0 node="moving_water_effect_front" particle = "ship_moving_front_fleet_particle"  keep_particle = yes trigger_once = yes }
	}

	state = { name = "attack"				animation = "attack"   animation_blend_time = 0.3 		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.1 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		event = { sound = { soundeffect = super_heavy_battleship_attack } }
		
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.2 type = big }
		}
	}
	
	state = { name = "defend"				animation = "defend"   animation_blend_time = 0.3
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }}

		event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.55 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
		

		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.6 type = big }
			hitmiss_effect = { time = 0.8 type = big }
		}
	}
	
	state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}
		event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }	
		#event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		#event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.1 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash
	}
	
	state = { name = "damaged_attack_looping"				animation = "damaged_attack"   animation_blend_time = 0.3 
		#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }}	
		
		
		#event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle"  keep_particle = yes }
				
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.1 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash		
		#event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle"  keep_particle = yes }		
		#event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle"  keep_particle = yes }		
		
		#event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.2 type = big }
		}
	}
	
	state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop
		event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle"  keep_particle = yes }	
		event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }}

		
	}
	
	state = { name = "damaged_defend_loop"				animation = "damaged_defend"   animation_blend_time = 0.3 
		#event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle"  keep_particle = yes }
		
		event = { time = 0 particle = "ship_fire_water_shockwave_particle"  keep_particle = yes }
		
		event = { time = 0 node="turret_01_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.2 node="turret_02_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.35 node="turret_03_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		event = { time = 0.55 node="turret_04_water" particle = "ship_fire_water_particle"  keep_particle = yes }	 	#waterfoam
		
		event = { time = 0 node="turret_01" particle  = "ship_fire_particle"  keep_particle = yes }	 	#mussleflash
		event = { time = 0.2 node="turret_02" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.35 node="turret_03" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash	
		event = { time = 0.55 node="turret_04" particle = "ship_fire_particle"  keep_particle = yes }		#mussleflash

		event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle"  keep_particle = yes trigger_once = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }}
		
		game_data = {
			hitmiss_effect = { time = 0.1 type = big }
			hitmiss_effect = { time = 0.3 type = big }
			hitmiss_effect = { time = 0.6 type = big }
			hitmiss_effect = { time = 0.8 type = big }
		}
	}
	
	state = { name = "death"	animation = "death"   animation_blend_time = 0.3  looping = no
		event = { time = 0 node="hit_effect_locator1" particle = "ship_hit_effect_big_particle"  keep_particle = yes }
		event = { time = 1.0 node="hit_effect_locator1" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0.2 node="hit_effect_locator3" particle = "ship_hit_effect_big_particle"  keep_particle = yes }
		event = { time = 1.2 node="hit_effect_locator3" particle = "ship_explosion_particle"  keep_particle = yes }
		event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }}
	}
	scale = 2.0
}