###########################################################################################################################
#                                                     SPECIAL FORCES                                                      #
###########################################################################################################################

#AUSTRIA--------------------------------------------------------------------------------------------------------------------------------------------------------------------

#################################################
###   	 	   AUSTRIA MOUNTAINEER    		  ###
#################################################
############### CLONE FROM THIS! ################
#################################################

entity = {
	name = "AUS_mountaineers_entity"
	pdxmesh = "AUS_mountaineers_rifle_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "AUS_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "AUS_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "AUS_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "AUS_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "AUS_mountaineers_2_entity"
	pdxmesh = "AUS_mountaineers_mg_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 				animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 			animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        			animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke"}
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "AUS_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

entity = {
	name = "AUS_mountaineers_3_entity"
	pdxmesh = "AUS_mountaineers_mg_2_mesh"

	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 				animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 		animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 			animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 1.0 animation_speed = 1.0 chance = 1
		event = { sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        			animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke"}
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "AUS_infantry_weapon_rifle_right_entity" }

	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	scale = 0.8

}

#BELGIUM--------------------------------------------------------------------------------------------------------------------------------------------------------------------

#################################################
###   	 	   BELGIUM MOUNTAINEER    		  ###
#################################################

entity = {
	clone = "AUS_mountaineers_entity"
	name = "BEL_mountaineers_entity"
	pdxmesh = "BEL_mountaineers_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "BEL_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "BEL_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "BEL_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "BEL_mountaineers_2_entity"
	pdxmesh = "BEL_mountaineers_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "BEL_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "BEL_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "BEL_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "BEL_mountaineers_3_entity"
	pdxmesh = "BEL_mountaineers_mg_2_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_mg_2_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "BEL_infantry_weapon_mg_2_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "BEL_infantry_weapon_mg_2_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "BEL_infantry_weapon_rifle_right_entity" }

}

#################################################
###   	 	     BELGIUM MARINE    	    	  ###
#################################################

entity = {
	clone = "AUS_mountaineers_entity"
	name = "BEL_marine_entity"
	pdxmesh = "BEL_marine_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "BEL_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "BEL_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "BEL_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "BEL_marine_2_entity"
	pdxmesh = "BEL_marine_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "BEL_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "BEL_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "BEL_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "BEL_marine_3_entity"
	pdxmesh = "BEL_marine_mg_2_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_mg_2_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "BEL_infantry_weapon_mg_2_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "BEL_infantry_weapon_mg_2_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "BEL_infantry_weapon_rifle_right_entity" }

}

#################################################
###   	    BELGIUM MARINE - ALT 0   	  	  ###
#################################################

entity = {
	clone = "AUS_mountaineers_entity"
	name = "BEL_marine_alt_0_entity"
	pdxmesh = "BEL_marine_alt_0_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "BEL_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "BEL_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "BEL_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "BEL_marine_2_alt_0_entity"
	pdxmesh = "BEL_marine_alt_0_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "BEL_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "BEL_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "BEL_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "BEL_marine_3_alt_0_entity"
	pdxmesh = "BEL_marine_alt_0_mg_2_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "BEL_infantry_weapon_mg_2_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "BEL_infantry_weapon_mg_2_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "BEL_infantry_weapon_mg_2_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "BEL_infantry_weapon_rifle_right_entity" }

}

#GERMANY--------------------------------------------------------------------------------------------------------------------------------------------------------------------

#################################################
###   	 	     GERMAN MARINE    	    	  ###
#################################################

entity = {
	clone = "AUS_mountaineers_entity"
	name = "GER_marine_entity"
	pdxmesh = "GER_marine_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "GER_marine_2_entity"
	pdxmesh = "GER_marine_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "GER_marine_3_entity"
	pdxmesh = "GER_marine_mg_2_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_2_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "GER_infantry_weapon_mg_2_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "GER_infantry_weapon_mg_2_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "GER_infantry_weapon_rifle_right_entity" }

}


#HUNGARY--------------------------------------------------------------------------------------------------------------------------------------------------------------------

#################################################
###   	 	   HUNGARY PARATROOPER    		  ###
#################################################

entity = {
	clone = "AUS_mountaineers_entity"
	name = "HUN_paratrooper_entity"
	pdxmesh = "HUN_paratrooper_rifle_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "HUN_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "HUN_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "HUN_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "HUN_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "HUN_paratrooper_2_entity"
	pdxmesh = "HUN_paratrooper_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "HUN_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "HUN_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "HUN_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "HUN_infantry_weapon_rifle_right_entity" }

}

entity = {
	clone = "AUS_mountaineers_2_entity"
	name = "HUN_paratrooper_3_entity"
	pdxmesh = "HUN_paratrooper_mg_mesh"

	attach = { 	name = "rifle1"	Right_Hand_node = "HUN_infantry_weapon_mg_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node 	= "HUN_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node 	= "HUN_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 	= "HUN_infantry_weapon_rifle_right_entity" }

}
