####################################################### ENGLAND ###########################################################

#BL howitzer
entity = {
	name = "ENG_super_heavy_artillery_entity"
	pdxmesh = "ENG_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = "Generic_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		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 = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 7 node="gun_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
	}
	
	scale = 0.5

}


####################################################### FRANCE ############################################################

### Howitzers --------------------------------------------------------------------------------------------------------------

#Canon de 220 L mle 1917
entity = {
	name = "FRA_super_heavy_artillery_entity"
	pdxmesh = "FRA_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 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 = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
	}
	
	scale = 0.3

}

### SP Howitzers -----------------------------------------------------------------------------------------------------------

#Mortier 280 mm TR de Schneider sur affût-chenilles St Chamond
entity = {
	name = "FRA_self_propelled_super_heavy_artillery_entity"
	pdxmesh = "FRA_self_propelled_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 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 = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
	}
	
	scale = 0.4

}

####################################################### GERMANY ###########################################################


#Haubitze M1
entity = {
	name = "GER_super_heavy_artillery_entity"
	pdxmesh = "GER_super_heavy_howitzer_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = "Generic_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3  
		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 = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 10 node="ammo_spawn" particle = "dust_poof_particle"  keep_particle = no } 
		event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 10 node="ammo_spawn" particle = "dust_poof_particle"  keep_particle = no } 
		event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 10 node="ammo_spawn" particle = "dust_poof_particle"  keep_particle = no } 
		event = { time = 3.8 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 3.8 node="gun_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
	}
	
	scale = 0.5

}

### SP Howitzers -----------------------------------------------------------------------------------------------------------

#Karl-Gerät
entity = {
	name = "GER_self_propelled_super_heavy_artillery_entity"
	pdxmesh = "GER_self_propelled_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	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 = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 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 = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
	event = { time = 0 node="exhaust" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
	}
	
	scale = 0.4

}

####################################################### ITALY ############################################################


#Obice da 305/17
entity = {
	name = "ITA_super_heavy_artillery_entity"
	pdxmesh = "ITA_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 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 = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 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
	}
	
	scale = 0.4

}

####################################################### Japan ############################################################

#Kunana Shiki
entity = {
	name = "JAP_super_heavy_artillery_entity"
	pdxmesh = "JAP_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 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 = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 0.5
	}
	
	scale = 0.27

}

######################################################## USA ##############################################################

#240 mm howitzer M1
entity = {
	name = "USA_super_heavy_artillery_entity"
	pdxmesh = "USA_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = "Generic_car_03_Moving" } }
	}
	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 = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 animation_speed = 0.8
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 7 node="gun_barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 7 node="gun_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
	}
	
	scale = 0.4

}

####################################################### SOVIET ############################################################


#280 mm mortar M1939 (Br-5)
entity = {
	name = "SOV_super_heavy_artillery_entity"
	pdxmesh = "SOV_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3 
		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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "retreat"				animation = "move"   animation_blend_time = 0.3 
		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 = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "Generic_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 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 = 5.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 5.6 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
	}
	
	scale = 0.4

}

### SP Howitzers -----------------------------------------------------------------------------------------------------------

#S-51
entity = {
	name = "SOV_self_propelled_super_heavy_artillery_entity"
	pdxmesh = "SOV_self_propelled_super_heavy_artillery_mesh"
	
	state = { name = "idle"				animation = "idle"   animation_blend_time = 0.3 }
	state = { name = "move"				animation = "move"   animation_blend_time = 0.3
		event = { time = 0 node="exhaust1" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="exhaust2" 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="exhaust1" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="exhaust2" 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 = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 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 = 8.1 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = super_heavy_gun } }
		event = { time = 8.1 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes } 
	}
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0
		event = { time = 0 node="exhaust1" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes } 
		event = { time = 0 node="exhaust2" particle = "tank_exhaust_particle"  keep_particle = no trigger_once = yes }
	}
	
	scale = 0.4

}