####################################################### ENGLAND ###########################################################

##########################
# COMMAND TANKS #
##########################

#Brittish command tank
entity = {
	name = "ENG_armored_signal_entity"
	pdxmesh = "ENG_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 0.4

	game_data = {
		texture_anim_speed = 0.5
	}
}



####################################################### FRANCE ###########################################################

##########################
# COMMAND TANKS #
##########################

#French command tank
entity = {
	name = "FRA_armored_signal_entity"
	pdxmesh = "FRA_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 0.55
	
	game_data = {
		texture_anim_speed = 0.25
	}
}

####################################################### GERMANY ###########################################################

##########################
# COMMAND TANKS #
##########################

#German command tank
entity = {
	name = "GER_armored_signal_entity"
	pdxmesh = "GER_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "heavy_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 0.5

	game_data = {
		texture_anim_speed = 0.5
	}
}

######################################################## ITALY ############################################################

##########################
# COMMAND TANKS #
##########################

entity = {
	name = "ITA_armored_signal_entity"
	pdxmesh = "ITA_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
			event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = no trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}

	scale = 1.05
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

######################################################## JAPAN ############################################################

##########################
# COMMAND TANKS #
##########################

entity = {
	name = "JAP_armored_signal_entity"
	pdxmesh = "JAP_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
			event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "rifle_muzzle_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "rifle_muzzle_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "rifle_muzzle_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}

	scale = 0.85
	
	game_data = {
		texture_anim_speed = 0.5
	}
}

######################################################## SOVIET ############################################################

##########################
# SOVIET TANKS #
##########################


entity = {
	name = "SOV_armored_signal_entity"
	pdxmesh = "SOV_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1.1

	game_data = {
		texture_anim_speed = 0.5
	}
}

entity = {
	name = "SOV_armored_signal_var_1_entity"
	pdxmesh = "SOV_armored_signal_var_1_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_light_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 1.1

	game_data = {
		texture_anim_speed = 0.5
	}
}

######################################################## USA ############################################################

entity = {
	name = "USA_armored_signal_entity"
	pdxmesh = "USA_armored_signal_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
	}
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = "tank_engine_medium_move" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = medium_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="antenna" particle = "radio_waves_small_effect"  keep_particle = yes trigger_once = yes }
		event = { time = 0 node="right_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="left_exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}

	scale = 1.2

	game_data = {
		texture_anim_speed = 0.5
	}
}
