####################################################### Austria ###########################################################
#INCLUDES CLONES FOR BBA AND NON-BBA ENTITYS. IN CASE WE GET CODE SUPPORT FOR SHOWING DIFFERENT 3D MODELS IN THE BBA TECH-TREE.

### light -----------------------------------------------------------------------------------------------------------------
#Phönix D.I (Austian)
entity = {
	name = "AUS_fighter_equipment_0_entity"
	pdxmesh = "AUS_fighter_equipment_0_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145

}

#Phönix D.I (Austian) CLONE
entity = {
	clone = "AUS_fighter_equipment_0_entity"
	name = "AUS_light_plane_entity"
}

#Messerschmitt me 109 (Austian)
entity = {
	name = "AUS_fighter_equipment_2_entity"
	pdxmesh = "AUS_fighter_equipment_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145

}

#Messerschmitt me 109 CLONE (Austian)
entity = {
	clone = "AUS_fighter_equipment_2_entity"
	name = "AUS_light_plane_2_entity"
}

### Medium ----------------------------------------------------------------------------------------------------------------

#generic AUS_medium_plane
entity = {
	name = "AUS_medium_plane_entity"
	pdxmesh = "AUS_medium_plane_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.176

}

#generic AUS_medium_plane CLONE
entity = {
	clone = "AUS_medium_plane_entity"
	name = "AUS_tac_bomber_equipment_entity"
}

### Heavy -----------------------------------------------------------------------------------------------------------------

#generic AUS_heavy_plane
entity = {
	name = "AUS_heavy_plane_entity"
	pdxmesh = "AUS_heavy_plane_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		#event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		#event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#generic AUS_heavy_plane CLONE
entity = {
	clone = "AUS_heavy_plane_entity"
	name = "AUS_strat_bomber_equipment_entity"
}

####################################################### Belgium ###########################################################
#INCLUDES CLONES FOR BBA AND NON-BBA ENTITYS. IN CASE WE GET CODE SUPPORT FOR SHOWING DIFFERENT 3D MODELS IN THE BBA TECH-TREE.

### light -----------------------------------------------------------------------------------------------------------------
#J8 Gladiator (Blegian)
entity = {
	name = "BEL_fighter_equipment_0_entity"
	pdxmesh = "BEL_fighter_equipment_0_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145

}

#J8 Gladiator (Blegian) CLONE
entity = {
	clone = "BEL_fighter_equipment_0_entity"
	name = "BEL_light_plane_0_entity"
}


#Renard R.31
entity = {
	name = "BEL_fighter_equipment_1_entity"
	pdxmesh = "BEL_fighter_equipment_1_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145

}

#Renard R.31 CLONE
entity = {
	clone = "BEL_fighter_equipment_1_entity"
	name = "BEL_light_plane_1_entity"
}
#Renard R.36
entity = {
	name = "BEL_fighter_equipment_2_entity"
	pdxmesh = "BEL_fighter_equipment_2_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145

}

#Renard R.36 CLONE
entity = {
	clone = "BEL_fighter_equipment_2_entity"
	name = "BEL_light_plane_2_entity"
}

#Supermarine Spiteful (Belgian)
entity = {
	name = "BEL_fighter_equipment_3_entity"
	pdxmesh = "BEL_fighter_equipment_3_mesh"
	
	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_idle" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.145

}

#Supermarine Spiteful (Belgian) CLONE
entity = {
	clone = "BEL_fighter_equipment_3_entity"
	name = "BEL_light_plane_3_entity"
}

### Medium ----------------------------------------------------------------------------------------------------------------

#Fairey Fox Mk.IIIC (Belgian)
entity = {
	name = "BEL_tac_bomber_equipment_0_entity"
	pdxmesh = "BEL_tac_bomber_equipment_0_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}

#Fairey Fox Mk.IIIC CLONE
entity = {
	clone = "BEL_tac_bomber_equipment_0_entity"
	name = "BEL_medium_plane_0_entity"
}

#Fairey Fox Mk.IIIC (Belgian) Var 1
entity = {
	name = "BEL_medium_plane_0_var_1_entity"
	pdxmesh = "BEL_medium_plane_0_var_1_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}

#Fairey Battle (Belgian)
entity = {
	name = "BEL_tac_bomber_equipment_1_entity"
	pdxmesh = "BEL_tac_bomber_equipment_1_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}

#Fairey Battle (Belgian) CLONE
entity = {
	clone = "BEL_tac_bomber_equipment_1_entity"
	name = "BEL_medium_plane_1_entity"
}

#Renard R.35
entity = {
	name = "BEL_tac_bomber_equipment_2_entity"
	pdxmesh = "BEL_tac_bomber_equipment_2_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 3 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 8 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}

#Renard R.35
entity = {
	clone = "BEL_tac_bomber_equipment_2_entity"
	name = "BEL_medium_plane_2_entity"
}

#Bristol Brigand (Belgian)
entity = {
	name = "BEL_tac_bomber_equipment_3_entity"
	pdxmesh = "BEL_tac_bomber_equipment_3_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 3 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}

#Bristol Brigand (Belgian)
entity = {
	clone = "BEL_tac_bomber_equipment_3_entity"
	name = "BEL_medium_plane_3_entity"
}

### Heavy -----------------------------------------------------------------------------------------------------------------

#Whitley Mk.V (Belgian)
entity = {
	name = "BEL_strat_bomber_equipment_0_entity"
	pdxmesh = "BEL_strat_bomber_equipment_0_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Whitley Mk.V (Belgian) CLONE
entity = {
	clone = "BEL_strat_bomber_equipment_0_entity"
	name = "BEL_heavy_plane_0_entity"
}

#Handley Page Halifax (Belgian)
entity = {
	name = "BEL_strat_bomber_equipment_1_entity"
	pdxmesh = "BEL_strat_bomber_equipment_1_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.2 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.1 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 2 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
		event = { time = 5 node = "engine3"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Handley Page Halifax (Belgian) CLONE
entity = {
	clone = "BEL_strat_bomber_equipment_1_entity"
	name = "BEL_heavy_plane_1_entity"
}


#Handley Page Halifax (Belgian) CLONE *ROOT*
entity = {
	clone = "BEL_strat_bomber_equipment_1_entity"
	name = "BEL_heavy_plane_entity"
}


#Avro Lancaster (Reskin from ENG_heavy_plane)
entity = {
	name = "BEL_strat_bomber_equipment_2_entity"
	pdxmesh = "BEL_strat_bomber_equipment_2_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 2 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
		event = { time = 5 node = "engine3"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Avro Lancaster (Reskin from ENG_heavy_plane) CLONE
entity = {
	clone = "BEL_strat_bomber_equipment_2_entity"
	name = "BEL_heavy_plane_2_entity"
}

#Vickers Valiant
entity = {
	name = "BEL_strat_bomber_equipment_3_entity"
	pdxmesh = "BEL_strat_bomber_equipment_3_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Vickers Valiant CLONE
entity = {
	clone = "BEL_strat_bomber_equipment_3_entity"
	name = "BEL_heavy_plane_3_entity"
}



####################################################### England ###########################################################

### Medium ----------------------------------------------------------------------------------------------------------------

#Fairey Fox Mk.IIIC
entity = {
	name = "ENG_medium_plane_0_entity"
	pdxmesh = "ENG_medium_plane_0_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}

#Bristol Brigand
entity = {
	name = "ENG_medium_plane_3_var_1_entity"
	pdxmesh = "ENG_medium_plane_3_var_1_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 3 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.180
}


### Heavy -----------------------------------------------------------------------------------------------------------------

#Whitley Mk.V
entity = {
	name = "ENG_heavy_plane_0_entity"
	pdxmesh = "ENG_heavy_plane_0_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Handley Page Halifax
entity = {
	name = "ENG_heavy_plane_1_var_1_entity"
	pdxmesh = "ENG_heavy_plane_1_var_1_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0.1 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.2 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.1 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 2 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
		event = { time = 5 node = "engine3"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Vickers Valiant
entity = {
	name = "ENG_heavy_plane_3_entity"
	pdxmesh = "ENG_heavy_plane_3_mesh"

	state = { name = "fire" animation = "idle" 
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle" 
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } }
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

##############################################################
###################### Strategic Bombers #####################
##############################################################

#Avro Shackleton
entity = {
	name = "ENG_strat_bomber_intercontinental_entity"
	pdxmesh = "ENG_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#SNCAO 700
entity = {
	name = "FRA_strat_bomber_intercontinental_entity"
	pdxmesh = "FRA_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#Heinkel He 277
entity = {
	name = "GER_strat_bomber_intercontinental_entity"
	pdxmesh = "GER_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#Messerschmitt Me 264
entity = {
	name = "GER_strat_bomber_intercontinental_alt_0_entity"
	pdxmesh = "GER_strategic_bomber_4_var_1_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#Piaggio P.108
entity = {
	name = "ITA_strat_bomber_intercontinental_entity"
	pdxmesh = "ITA_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#Nakajima G10N
entity = {
	name = "JAP_strat_bomber_intercontinental_entity"
	pdxmesh = "JAP_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#Tupolev Tu-85
entity = {
	name = "SOV_strat_bomber_intercontinental_entity"
	pdxmesh = "SOV_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

#B32 USA
entity = {
	name = "USA_strat_bomber_intercontinental_entity"
	pdxmesh = "USA_strategic_bomber_4_mesh"

	state = { name = "bomb" animation = "idle" 
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle"
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle"
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "crash" animation = "idle" 
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

##############################################################
######################### Motherships ########################
##############################################################

#B32 USA
entity = {
	name = "USA_mothership_entity"
	pdxmesh = "USA_mothership_0_mesh"

	default_state = "idle"
	state = { name = "bomb" animation = "idle1" animation_blend_time = 10
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle2" animation_blend_time = 10
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle1" chance = 1 looping = no animation_blend_time = 10
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}

	state = { name = "idle" animation = "idle2" chance = 1 looping = no animation_blend_time = 10
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}

	state = { name = "idle" animation = "idle3" chance = 1 looping = no animation_blend_time = 10
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "fire" animation = "idle2"  looping = yes
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
		event = { time = 0 node = "gun2"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.2 node = "gun3"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
		event = { time = 0.1 node = "gun4"	particle = "plane_mg_muzzle_particle" keep_particle = yes }
	}
	state = { name = "crash" animation = "idle2" looping = yes animation_blend_time = 10
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 1 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}
	scale = 0.288
}

entity = {
	clone = "USA_mothership_entity"
	name = "SOV_mothership_entity"
	pdxmesh = "SOV_mothership_0_mesh"

	scale = 0.288
}

entity = {
	name = "GER_mothership_entity"
	pdxmesh = "GER_mothership_0_mesh"
	
	default_state = "idle"
	state = { name = "bomb" animation = "idle1" animation_blend_time = 10
		event = { time = 0 node = "bomb"	particle = "bomb_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "firebomb" animation = "idle2" animation_blend_time = 10
		event = { time = 0 node = "bomb"	particle = "napalm_particle" keep_particle = yes sound = { soundeffect = "airplane_bomb" } }
	}
	state = { name = "idle" animation = "idle1" chance = 1 looping = no animation_blend_time = 10
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}

	state = { name = "idle" animation = "idle2" chance = 1 looping = no animation_blend_time = 10
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}

	state = { name = "idle" animation = "idle3" chance = 1 looping = no animation_blend_time = 10
		event = { trigger_once = yes sound = { soundeffect = "airplane_heavy_idle_01" } }
	}
	state = { name = "fire" animation = "idle2"  looping = yes
		event = { time = 0 node = "gun1"	particle = "plane_mg_muzzle_particle" keep_particle = yes sound = { soundeffect = "airplane_light_fire" } }
	}
	state = { name = "crash" animation = "idle2" looping = yes animation_blend_time = 10
		event = { time = 0 node = "engine1"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
		event = { time = 1 node = "engine3"	particle = "explosion_particle" keep_particle = yes sound = { soundeffect = "airplane_crash" } } 
	}

	scale = 0.288
}

##############################################################
#################### Missiles and Rockets ####################
##############################################################

#########
## GER missiles
#########

#GER Nuclear Missile II - German A-10 model
entity = {
	name = "GER_nuclear_missile_equipment_2_entity"
	pdxmesh = "GER_nuclear_missile_2_mesh"
	scale = 0.12

	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_big_particle" trigger_once = yes keep_particle = yes } 
	}

}

#########
## USA missiles
#########

#USA Nuclear Missile I - USA's PGM-17 Thor model
entity = {
	name = "USA_nuclear_missile_equipment_1_entity"
	pdxmesh = "USA_nuclear_missile_1_mesh"
	scale = 0.12

	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_big_particle" trigger_once = yes keep_particle = yes } 
	}

}

#USA Nuclear Missile II - USA's SM-65 Atlas model
entity = {
	name = "USA_nuclear_missile_equipment_2_entity"
	pdxmesh = "USA_nuclear_missile_2_mesh"
	scale = 0.12

	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_bigger_particle" trigger_once = yes keep_particle = yes } 
	}

}

#USA Guided Missile - USA's SSM-N-8 Regulus model
entity = {
	name = "USA_guided_missile_equipment_1_entity"
	pdxmesh = "USA_guided_missile_mesh"
	scale = 0.06

	default_state = idle
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = engine_exhaust particle = "rocket_exhaust_particle" trigger_once = yes keep_particle = yes } 
	}

}


