###################################################### BRAZIL ###########################################################

##############################################
########## BRAZIL DEFAULT INFANTRY ###########
##############################################
############# CLONE FROM THIS! ###############
##############################################

##############################################
#####       BRAZIL DEFAULT INFANTRY       ####
##############################################

entity = {
	name = "BRA_infantry_entity"
	pdxmesh = "BRA_infantry_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "BRA_infantry_2_entity"
	pdxmesh = "BRA_infantry_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" } #THIS NEEDS TO BE SET TO RIFLE. IF NOT, SMOKE WILL APPEAR WHEN ATTACK ANIMATION PLAYS!

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_infantry_3_entity"
}

####################################
####################################
##### BRAZIL DEFAULT BICYCLE #######
####################################
####################################

######### DEFAULT BICYCLE RIFLE #########

entity = {
	name = "BRA_bicycle_entity"
	pdxmesh = "bicycle_frame_mesh"

	default_state = "idle"
	state = { name = "idle" 			animation = "idle" }
	state = { name = "move" 			animation = "move" }
	state = { name = "retreat" 			animation = "move" }
	state = { name = "attack" 			animation = "attack" }
	state = { name = "support_attack" 	animation = "attack" }
	state = { name = "defend" 			animation = "attack" }
	state = { name = "training" 		animation = "attack" }

	attach = { 	name = "infantry"		infantry = "BRA_bicycle_rider_rifle_entity" }
	attach = { 	name = "combined"		combined = "BRA_bicycle_rifle_combined_entity" }
	attach = { 	name = "bicycle"		bike = "BRA_bicycle_vehicle_entity" }
}

entity = {
	name = "BRA_bicycle_vehicle_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "still" }

	scale = 0.8
}

entity = {
	name = "BRA_bicycle_rifle_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" 	animation = "idle" chance = 5 next_state = "idle" looping = no propagate_state = { rider = "idle" } }
	state = { name = "idle" 	animation = "idle_2" chance = 1 next_state = "idle" looping = no propagate_state = { rider = "idle_2" } }
	state = { name = "move" 	animation = "move" chance = 5 next_state = "move" looping = no propagate_state = { rider = "move" } }
	state = { name = "move" 	animation = "move_2" chance = 1 next_state = "move" looping = no propagate_state = { rider = "move_2" } }
	state = { name = "retreat" 	animation = "retreat" chance = 10 next_state = "retreat" looping = no propagate_state = { rider = "retreat" } }
	state = { name = "retreat" 	animation = "retreat_2" chance = 1 next_state = "retreat" looping = no propagate_state = { rider = "retreat_2" } }

	attach = { 	name = "rider"	bike_center = "BRA_bicycle_rider_rifle_entity" }

	scale = 0.8
}

entity = {
	name = "BRA_bicycle_rider_rifle_entity"
	pdxmesh = "BRA_infantry_rifle_mesh"

	state = { name = "attack"			animation = "charge_rifle" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "bicycle_move"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move_2"			animation = "bicycle_move_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "bicycle_retreat" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat_2"			animation = "bicycle_retreat_2" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle"				animation = "bicycle_idle"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle_2"			animation = "bicycle_idle_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }

	scale = 1
}


######### DEFAULT BICYCLE MG #########

entity = {
	name = "BRA_bicycle_2_entity"
	pdxmesh = "bicycle_frame_mesh"

	default_state = "idle"
	state = { name = "idle" 			animation = "idle" }
	state = { name = "move" 			animation = "move" }
	state = { name = "retreat" 			animation = "move" }
	state = { name = "attack" 			animation = "attack" }
	state = { name = "support_attack" 	animation = "attack" }
	state = { name = "defend" 			animation = "attack" }
	state = { name = "training" 		animation = "attack" }

	attach = { 	name = "infantry"		infantry = "BRA_bicycle_rider_mg_entity" }
	attach = { 	name = "combined"		combined = "BRA_bicycle_mg_combined_entity" }
	attach = { 	name = "bicycle"		bike = "BRA_bicycle_vehicle_entity" }
}

entity = {
	name = "BRA_bicycle_mg_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	default_state = "idle"
	state = { name = "idle" 	animation = "idle" chance = 5 next_state = "idle" looping = no propagate_state = { rider = "idle" } }
	state = { name = "idle" 	animation = "idle_2" chance = 1 next_state = "idle" looping = no propagate_state = { rider = "idle_2" } }
	state = { name = "move" 	animation = "move" chance = 5 next_state = "move" looping = no propagate_state = { rider = "move" } }
	state = { name = "move" 	animation = "move_2" chance = 1 next_state = "move" looping = no propagate_state = { rider = "move_2" } }
	state = { name = "retreat" 	animation = "retreat" chance = 10 next_state = "retreat" looping = no propagate_state = { rider = "retreat" } }
	state = { name = "retreat" 	animation = "retreat_2" chance = 1 next_state = "retreat" looping = no propagate_state = { rider = "retreat_2" } }

	attach = { 	name = "rider"	bike_center = "BRA_bicycle_rider_mg_entity" }

	scale = 0.8
}

entity = {
	name = "BRA_bicycle_rider_mg_entity"
	pdxmesh = "BRA_infantry_mg_mesh"

	state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 	animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "bicycle_move"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "move_2"			animation = "bicycle_move_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "bicycle_retreat" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "retreat_2"			animation = "bicycle_retreat_2" 	 			animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle"				animation = "bicycle_idle"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "idle_2"			animation = "bicycle_idle_2"       		animation_blend_time = 0.0 animation_speed = 1.0 }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_mg_left_entity" }

	scale = 1
}

##############################################
#####   BRAZIL DEFAULT INFANTRY - DESERT  ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "BRA_infantry_entity_desert"
	pdxmesh = "BRA_infantry_desert_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_infantry_2_entity_desert"
	pdxmesh = "BRA_infantry_desert_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity_desert"
	name = "BRA_infantry_3_entity_desert"
}

##############################################
#####   BRAZIL DEFAULT INFANTRY - SNOW    ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "BRA_infantry_entity_snow"
	pdxmesh = "BRA_infantry_snow_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_infantry_2_entity_snow"
	pdxmesh = "BRA_infantry_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity_snow"
	name = "BRA_infantry_3_entity_snow"
}

##############################################
#####   	    BRAZIL MILITIA    		  ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "BRA_militia_entity"
	pdxmesh = "BRA_militia_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_militia_2_entity"
	pdxmesh = "BRA_militia_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_militia_2_entity"
	name = "BRA_militia_3_entity"
}


##############################################
#####   	  BRAZIL MILITIA ALT 0 		  ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "BRA_militia_alt_0_entity"
	pdxmesh = "BRA_militia_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_militia_2_alt_0_entity"
	pdxmesh = "BRA_militia_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_militia_2_alt_0_entity"
	name = "BRA_militia_3_alt_0_entity"
}

##############################################
#####   	  BRAZIL MILITIA ALT 1 		  ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "BRA_militia_alt_1_entity"
	pdxmesh = "BRA_militia_alt_1_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_militia_2_alt_1_entity"
	pdxmesh = "BRA_militia_alt_1_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_militia_2_alt_1_entity"
	name = "BRA_militia_3_alt_1_entity"
}

##############################################
#####   	  BRAZIL MILITIA ALT 2 		  ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "BRA_militia_alt_2_entity"
	pdxmesh = "BRA_militia_alt_2_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "BRA_militia_2_alt_2_entity"
	pdxmesh = "BRA_militia_alt_2_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "USA_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "USA_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_militia_2_alt_2_entity"
	name = "BRA_militia_3_alt_2_entity"
}

##################################################### ARGENTINA #########################################################

##############################################
#####     ARGENTINA DEFAULT INFANTRY     #####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "ARG_infantry_entity"
	pdxmesh = "ARG_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "ARG_infantry_2_entity"
	pdxmesh = "ARG_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "ARG_infantry_3_entity"
	pdxmesh = "ARG_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ARG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "ARG_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "ARG_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

####################################
####################################
#### ARGENTINA DEFAULT BICYCLE #####
####################################
####################################


######### DEFAULT BICYCLE RIFLE #########

entity = {
	clone = "BRA_bicycle_entity"
	name = "ARG_bicycle_entity"
	pdxmesh = "bicycle_frame_mesh"

	attach = { 	name = "infantry"		infantry = "ARG_bicycle_rider_rifle_entity" }
	attach = { 	name = "combined"		combined = "ARG_bicycle_rifle_combined_entity" }
	attach = { 	name = "bicycle"		bike = "ARG_bicycle_vehicle_entity" }
}

entity = {
	clone = "BRA_bicycle_vehicle_entity"
	name = "ARG_bicycle_vehicle_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	scale = 0.8
}

entity = {
	clone = "BRA_bicycle_rifle_combined_entity"
	name = "ARG_bicycle_rifle_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	attach = { 	name = "rider"	bike_center = "ARG_bicycle_rider_rifle_entity" }

	scale = 0.8
}

entity = {
	clone = "BRA_bicycle_rider_rifle_entity"
	name = "ARG_bicycle_rider_rifle_entity"
	pdxmesh = "ARG_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" } 
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

	scale = 1
}


######### DEFAULT BICYCLE MG #########

entity = {
	clone = "BRA_bicycle_2_entity"
	name = "ARG_bicycle_2_entity"
	pdxmesh = "bicycle_frame_mesh"

	attach = { 	name = "infantry"		infantry = "ARG_bicycle_rider_mg_entity" }
	attach = { 	name = "combined"		combined = "ARG_bicycle_mg_combined_entity" }
	attach = { 	name = "bicycle"		bike = "ARG_bicycle_vehicle_entity" }
}

entity = {
	clone = "BRA_bicycle_mg_combined_entity"
	name = "ARG_bicycle_mg_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	attach = { 	name = "rider"	bike_center = "ARG_bicycle_rider_mg_entity" }

	scale = 0.8
}

entity = {
	clone = "BRA_bicycle_rider_mg_entity"
	name = "ARG_bicycle_rider_mg_entity"
	pdxmesh = "ARG_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }

	scale = 1
}


#################################################
###       ARGENTINA INFANTRY - DESERT         ###
#################################################

entity = {
	clone = "BRA_infantry_entity"
	name = "ARG_infantry_entity_desert"
	pdxmesh = "ARG_infantry_desert_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "ARG_infantry_2_entity_desert"
	pdxmesh = "ARG_infantry_desert_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "ARG_infantry_3_entity_desert"
	pdxmesh = "ARG_infantry_desert_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ARG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "ARG_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "ARG_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}


#################################################
###        ARGENTINA INFANTRY - SNOW          ###
#################################################

entity = {
	clone = "BRA_infantry_entity"
	name = "ARG_infantry_entity_snow"
	pdxmesh = "ARG_infantry_snow_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "ARG_infantry_2_entity_snow"
	pdxmesh = "ARG_infantry_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "ARG_infantry_3_entity_snow"
	pdxmesh = "ARG_infantry_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "ARG_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "ARG_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "ARG_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

#################################################
###            ARGENTINA MILITIA              ###
#################################################

entity = {
	clone = "BRA_infantry_entity"
	name = "ARG_militia_entity"
	pdxmesh = "ARG_militia_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	name = "ARG_militia_2_entity"
	pdxmesh = "ARG_militia_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0  }
	state = { name = "move"				animation = "move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }


	attach = { 	name = "rifle1"	Right_Hand_node = "ARG_militia_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "ARG_militia_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "ARG_militia_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	clone = "ARG_militia_2_entity"
	name = "ARG_militia_3_entity"
}

####################################################### CHILE ###########################################################

##############################################
#####       CHILE DEFAULT INFANTRY       #####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "CHL_infantry_entity"
	pdxmesh = "CHL_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "CHL_infantry_2_entity"
	pdxmesh = "CHL_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "CHL_infantry_2_entity"
	name = "CHL_infantry_3_entity"
}

####################################
####################################
###### CHILE DEFAULT BICYCLE #######
####################################
####################################

######### DEFAULT BICYCLE RIFLE #########

entity = {
	clone = "BRA_bicycle_entity"
	name = "CHL_bicycle_entity"
	pdxmesh = "bicycle_frame_mesh"

	attach = { 	name = "infantry"		infantry = "CHL_bicycle_rider_rifle_entity" }
	attach = { 	name = "combined"		combined = "CHL_bicycle_rifle_combined_entity" }
	attach = { 	name = "bicycle"		bike = "CHL_bicycle_vehicle_entity" }
}

entity = {
	clone = "BRA_bicycle_vehicle_entity"
	name = "CHL_bicycle_vehicle_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	scale = 0.8
}

entity = {
	clone = "BRA_bicycle_rifle_combined_entity"
	name = "CHL_bicycle_rifle_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	attach = { 	name = "rider"	bike_center = "CHL_bicycle_rider_rifle_entity" }

	scale = 0.8
}

entity = {
	clone = "BRA_bicycle_rider_rifle_entity"
	name = "CHL_bicycle_rider_rifle_entity"
	pdxmesh = "CHL_infantry_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" } 
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

	scale = 1
}


######### DEFAULT BICYCLE MG #########

entity = {
	clone = "BRA_bicycle_2_entity"
	name = "CHL_bicycle_2_entity"
	pdxmesh = "bicycle_frame_mesh"

	attach = { 	name = "infantry"		infantry = "CHL_bicycle_rider_mg_entity" }
	attach = { 	name = "combined"		combined = "CHL_bicycle_mg_combined_entity" }
	attach = { 	name = "bicycle"		bike = "CHL_bicycle_vehicle_entity" }
}

entity = {
	clone = "BRA_bicycle_mg_combined_entity"
	name = "CHL_bicycle_mg_combined_entity"
	pdxmesh = "bicycle_vehicle_mesh"

	attach = { 	name = "rider"	bike_center = "CHL_bicycle_rider_mg_entity" }

	scale = 0.8
}

entity = {
	clone = "BRA_bicycle_rider_mg_entity"
	name = "CHL_bicycle_rider_mg_entity"
	pdxmesh = "CHL_infantry_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }

	scale = 1
}

##############################################
#####   CHILE DEFAULT INFANTRY - DESERT   ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "CHL_infantry_entity_desert"
	pdxmesh = "CHL_infantry_desert_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "CHL_infantry_2_entity_desert"
	pdxmesh = "CHL_infantry_desert_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "CHL_infantry_2_entity_desert"
	name = "CHL_infantry_3_entity_desert"
}

##############################################
#####   CHILE DEFAULT INFANTRY - SNOW    ####
##############################################

entity = {
	clone = "BRA_infantry_entity"
	name = "CHL_infantry_entity_snow"
	pdxmesh = "CHL_infantry_snow_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "CHL_infantry_2_entity_snow"
	pdxmesh = "CHL_infantry_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "CHL_infantry_2_entity_snow"
	name = "CHL_infantry_3_entity_snow"
}

#################################################
#####        CHILE INFANTRY - ALT 0         #####
#################################################

entity = {
	clone = "BRA_infantry_entity"
	name = "CHL_infantry_alt_0_entity"
	pdxmesh = "CHL_infantry_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "CHL_infantry_2_alt_0_entity"
	pdxmesh = "CHL_infantry_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "CHL_infantry_2_alt_0_entity"
	name = "CHL_infantry_3_alt_0_entity"
}

#################################################
#####        CHILE INFANTRY - ALT 1         #####
#################################################

entity = {
	clone = "BRA_infantry_entity"
	name = "CHL_infantry_alt_1_entity"
	pdxmesh = "CHL_infantry_alt_1_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "CHL_infantry_2_alt_1_entity"
	pdxmesh = "CHL_infantry_alt_1_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "CHL_infantry_2_alt_1_entity"
	name = "CHL_infantry_3_alt_1_entity"
}

#################################################
#####            CHILE MILITIA              #####
#################################################

entity = {
	name = "CHL_militia_entity"
	pdxmesh = "CHL_militia_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "CHL_militia_2_entity"
	pdxmesh = "CHL_militia_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "CHL_militia_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "CHL_militia_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "CHL_militia_weapon_mg_long_idle_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" } #THIS NEEDS TO BE SET TO RIFLE. IF NOT, SMOKE WILL APPEAR WHEN ATTACK ANIMATION PLAYS!

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	clone = "CHL_militia_2_entity"
	name = "CHL_militia_3_entity"
}

#################################################
#####         CHILE MILITIA - SNOW          #####
#################################################

entity = {
	clone = "CHL_militia_entity"
	name = "CHL_militia_entity_snow"
	pdxmesh = "CHL_militia_snow_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "USA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "USA_infantry_weapon_rifle_left_entity" }			
	attach = { 	name = "rifle3"	mid_back_node = "USA_infantry_weapon_rifle_long_idle_entity" }		
	attach = { 	name = "rifle4"	Root_node_2 = "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "CHL_militia_2_entity"
	name = "CHL_militia_2_entity_snow"
	pdxmesh = "CHL_militia_snow_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "CHL_militia_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "CHL_militia_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "CHL_militia_weapon_mg_long_idle_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 	= "USA_infantry_weapon_rifle_right_entity" }			

}

entity = {
	clone = "CHL_militia_2_entity_snow"
	name = "CHL_militia_3_entity_snow"
}


#################################################
#####         CHILE MILITIA - ALT 0         #####
#################################################

entity = {
	clone = "BRA_infantry_entity"
	name = "CHL_militia_alt_0_entity"
	pdxmesh = "CHL_militia_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "BRA_infantry_2_entity"
	name = "CHL_militia_2_alt_0_entity"
	pdxmesh = "CHL_militia_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "CHL_militia_2_alt_0_entity"
	name = "CHL_militia_3_alt_0_entity"
}

########################################################################################################################
#################################################  WEAPONS LOCKER  #####################################################
########################################################################################################################

######### Tommy Gun M1928A1 ########

entity = {
	name = "ARG_militia_weapon_mg_left_entity"
	pdxmesh = "ARG_militia_weapon_mg_mesh"
	scale = 1
}

entity = {
	name = "ARG_militia_weapon_mg_long_idle_entity"
	pdxmesh = "ARG_militia_weapon_mg_mesh"
	scale = 1
}

entity = {
	name = "ARG_militia_weapon_mg_right_entity"
	pdxmesh = "ARG_militia_weapon_mg_mesh"
	scale = 0.9

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move" }

	state = { name = "attack"	animation = "attack"
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "mg_muzzle_tommy_particle"  keep_particle = yes light = "mg_muzzle_tommy_flash" sound = { soundeffect = infantry_mg_attack_long } }
	event = { time = 3.1 node="muzzle" light = "mg_muzzle_tommy_flash"}
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_tommy_particle"  keep_particle = yes sound = { soundeffect = 	infantry_mg_attack_long } }
	event = { time = 0 node="cartridge" particle = "mg_cartridge_tommy_particle"  keep_particle = yes }
	}
}

######### Tommy Gun M1928A1 CLONE ########

entity = {
	clone = "ARG_militia_weapon_mg_left_entity"
	name = "CHL_militia_weapon_mg_left_entity"
	pdxmesh = "ARG_militia_weapon_mg_mesh"
	scale = 1
}

entity = {
	clone = "ARG_militia_weapon_mg_long_idle_entity"
	name = "CHL_militia_weapon_mg_long_idle_entity"
	pdxmesh = "ARG_militia_weapon_mg_mesh"
	scale = 1
}

entity = {
	clone = "ARG_militia_weapon_mg_right_entity"
	name = "CHL_militia_weapon_mg_right_entity"
	pdxmesh = "ARG_militia_weapon_mg_mesh"
	scale = 0.9

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move" }

	state = { name = "attack"	animation = "attack"
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}


######### Halcón M-1943 ##########

entity = {
	name = "ARG_infantry_weapon_mg_left_entity"
	pdxmesh = "ARG_infantry_weapon_mg_mesh"
	scale = 1
}

entity = {
	name = "ARG_infantry_weapon_mg_long_idle_entity"
	pdxmesh = "ARG_infantry_weapon_mg_mesh"
	scale = 1
}

entity = {
	name = "ARG_infantry_weapon_mg_right_entity"
	pdxmesh = "ARG_infantry_weapon_mg_mesh"
	scale = 0.9

	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move" }

	state = { name = "attack"	animation = "attack"
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}

	state = {
	name = "support_attack"	animation = "support_attack"
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } }
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}