####################################################### AUSTRIA ###########################################################

#Doblhoff WNF 342
entity = {
	name = "AUS_helicopter_brigade_entity"
	pdxmesh = "AUS_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_back" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_back" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_back" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_back" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_back" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_back" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.53

}

###################################################### BELGIUM ##########################################################

#Florine Type II 
entity = {
	name = "BEL_helicopter_brigade_entity"
	pdxmesh = "BEL_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.5

}

####################################################### ENGLAND ###########################################################

#Cierva W.9
entity = {
	name = "ENG_helicopter_brigade_entity"
	pdxmesh = "ENG_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.3

}

###################################################### FRANCE ##########################################################

#Dorand Gyroplane G.20 G.II
entity = {
	name = "FRA_helicopter_brigade_entity"
	pdxmesh = "FRA_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 2 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 5 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 2 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 5 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 2 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 5 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.6

}

###################################################### GERMANY ##########################################################

#Focke-Wulf Fw 61
entity = {
	name = "GER_helicopter_brigade_entity"
	pdxmesh = "GER_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.45

}

#Flettner Fl 282 Kolibri
entity = {
	name = "GER_helicopter_brigade_alt_0_entity"
	pdxmesh = "GER_helicopter_1_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades_r" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_l" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades_r" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_l" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades_r" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_l" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades_r" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_l" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades_r" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_l" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades_r" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_l" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.45

}

###################################################### HUNGARY ##########################################################

#AH-4
entity = {
	name = "HUN_helicopter_brigade_entity"
	pdxmesh = "HUN_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades1" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades2" particle = "propeller_S_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.5

}

####################################################### ITALY ###########################################################

#Cierva C.30 (Italy)
entity = {
	name = "ITA_helicopter_brigade_entity"
	pdxmesh = "ITA_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.4

}

####################################################### JAPAN ###########################################################

#Kayaba Ka-1
entity = {
	name = "JAP_helicopter_brigade_entity"
	pdxmesh = "JAP_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.4

}

######################################################## USA ############################################################

#Vought-Sikorsky VS-300
entity = {
	name = "USA_helicopter_brigade_entity"
	pdxmesh = "USA_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"   
	}
	state = { name = "move"				animation = "move"   
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		#event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.5

}

#Sikorsky R-4
entity = {
	name = "USA_helicopter_brigade_alt_0_entity"
	pdxmesh = "USA_helicopter_1_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_MS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_tail" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.5

}

####################################################### SOVIET ###########################################################

#Kamov A-7
entity = {
	name = "SOV_helicopter_brigade_entity"
	pdxmesh = "SOV_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"   
	}
	state = { name = "move"				animation = "move"   
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.2 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.4

}

####################################################### SPAIN ###########################################################

#Cierva C.30 (Spain)
entity = {
	name = "SPR_helicopter_brigade_entity"
	pdxmesh = "SPR_helicopter_0_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle"    
	}
	state = { name = "move"				animation = "move"    
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_start } }
		event = { time = 6.5 trigger_once = yes sound = { soundeffect = helicopter_loop } }										
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "defend"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	state = { name = "support_attack"			animation = "training" animation_blend_time = 0.3 
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 0 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { time = 6 node="gun1" particle = "mechanized_attack_barrel_particle" keep_particle = yes sound = { soundeffect = mechanized_units_mg_fire } }
		event = { time = 6 node="gun2" particle = "mechanized_attack_barrel_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }	
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="engine" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="blades" particle = "propeller_M_particle"  keep_particle = no trigger_once = yes}
		event = { time = 0 node="blades_front" particle = "propeller_XXS_particle"  keep_particle = no trigger_once = yes}
		event = { trigger_once = yes sound = { soundeffect = helicopter_loop } }
	}
	
	scale = 0.4

}



