##################################################### AFGANISTAN #########################################################
#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 -----------------------------------------------------------------------------------------------------------------

entity = {
	name = "AFG_light_plane_entity"
	pdxmesh = "AFG_light_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 }
				
		
	}
	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 = 0.135
}	

entity = {
	clone = "AFG_light_plane_entity"
	name = "AFG_fighter_equipment_0_entity"
}

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

entity = {
	name = "AFG_medium_plane_entity"
	pdxmesh = "AFG_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 sound = { soundeffect = "airplane_light_fire" } }
	}
	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 = "root"	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 = 0.144
}

entity = {
	clone = "AFG_medium_plane_entity"
	name = "AFG_tac_bomber_equipment_entity"
}

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

#B17 Flying fortress
entity = {
	name = "AFG_heavy_plane_entity"
	pdxmesh = "AFG_heavy_plane_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 = 0 node = "engine2"	particle = "explosion_particle" keep_particle = yes }
		event = { time = 0 node = "engine3"	particle = "explosion_particle" keep_particle = yes }
		event = { time = 0 node = "engine4"	particle = "explosion_particle" keep_particle = yes }
	}
	state = { name = "explode" animation = "idle" 
		event = { time = 0 particle = "vehicle_explode_effect" keep_particle = yes }
	}
	scale = 0.288
}

#Strat bomber CLONE - #B17 Flying fortress
entity = {
	clone = "AFG_heavy_plane_entity"
	name = "AFG_strat_bomber_equipment_3_entity"
}


####################################################### PERSIA ###########################################################
#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 -----------------------------------------------------------------------------------------------------------------

entity = {
	name = "PER_light_plane_entity"
	pdxmesh = "PER_light_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 }
		
	}
	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 = "PER_light_plane_entity"
	name = "PER_fighter_equipment_0_entity"
}

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


entity = {
	name = "PER_medium_plane_entity"
	pdxmesh = "PER_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 PER_medium_plane CLONE
entity = {
	clone = "PER_medium_plane_entity"
	name = "PER_tac_bomber_equipment_entity"
}

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


entity = {
	name = "PER_heavy_plane_entity"
	pdxmesh = "PER_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 PER_heavy_plane CLONE
entity = {
	clone = "PER_heavy_plane_entity"
	name = "PER_strat_bomber_equipment_entity"
}

######################################################## IRAQ ############################################################
#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 -----------------------------------------------------------------------------------------------------------------

entity = {
	name = "IRQ_light_plane_entity"
	pdxmesh = "IRQ_light_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 }
		
	}
	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 = "IRQ_light_plane_entity"
	name = "IRQ_fighter_equipment_0_entity"
}

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


entity = {
	name = "IRQ_medium_plane_entity"
	pdxmesh = "IRQ_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 IRQ_medium_plane CLONE
entity = {
	clone = "IRQ_medium_plane_entity"
	name = "IRQ_tac_bomber_equipment_entity"
}

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


entity = {
	name = "IRQ_heavy_plane_entity"
	pdxmesh = "IRQ_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 IRQ_heavy_plane CLONE
entity = {
	clone = "IRQ_heavy_plane_entity"
	name = "IRQ_strat_bomber_equipment_entity"
}



######################################################## RAJ #############################################################
#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 -----------------------------------------------------------------------------------------------------------------

entity = {
	name = "RAJ_light_plane_entity"
	pdxmesh = "RAJ_light_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 sound = { soundeffect = "airplane_light_fire" } }
	}
	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 = "root"	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 = 0.144
}

#generic RAJ_light_plane CLONE
entity = {
	clone = "RAJ_light_plane_entity"
	name = "RAJ_fighter_equipment_entity"
}

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


entity = {
	name = "RAJ_medium_plane_entity"
	pdxmesh = "RAJ_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 RAJ_medium_plane CLONE
entity = {
	clone = "RAJ_medium_plane_entity"
	name = "RAJ_tac_bomber_equipment_entity"
}

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


entity = {
	name = "RAJ_heavy_plane_entity"
	pdxmesh = "RAJ_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 RAJ_heavy_plane CLONE
entity = {
	clone = "RAJ_heavy_plane_entity"
	name = "RAJ_strat_bomber_equipment_entity"
}