###################################################### AFGANISTAN ###########################################################

#################################################
#######     AFGANISTAN VEHICLES GARAGE     ######
#################################################

### Armored Cars -----------------------------------------------------------------------------------------------------------

entity = {
	name = "AFG_armored_car_1_entity"
	pdxmesh = "AFG_armored_car_2_mesh"

	default_state = "idle"
	state = { name = "idle"				animation = "idle"   	animation_blend_time = 0 chance = 15 
	event = { trigger_once = yes sound = { soundeffect = "ENG_car_01_idle" } }
	}	
	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_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 = "ENG_car_01_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_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 = "ENG_car_01_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	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 }
		event = { trigger_once = yes sound = { soundeffect = "ENG_car_01_idle" } }
	}
	
	scale = 0.7
}

### Motorized --------------------------------------------------------------------------------------------------------------

	entity = {
		name = "AFG_motorized_vehicle_entity"
		pdxmesh = "AFG_motorized_vehicle_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

	entity = {
		name = "AFG_motorized_vehicle_entity_snow"
		pdxmesh = "AFG_motorized_vehicle_snow_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

	entity = {
		name = "AFG_motorized_vehicle_entity_desert"
		pdxmesh = "AFG_motorized_vehicle_snow_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}



### Mechanized -------------------------------------------------------------------------------------------------------------

#British Universal Carrier
	entity = {
		name = "AFG_mechanized_entity"
		pdxmesh = "AFG_mechanized_vehicle_0_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "attack"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "defend"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		scale = 0.8			
	}

#British Universal Carrier #SNOW
	entity = {
		clone = "AFG_mechanized_entity"
		name = "AFG_mechanized_entity_snow"
		pdxmesh = "AFG_mechanized_vehicle_0_snow_mesh"	
	}

#British Universal Carrier	#DESERT
	entity = {
		clone = "AFG_mechanized_entity"
		name = "AFG_mechanized_entity_desert"
		pdxmesh = "AFG_mechanized_vehicle_0_desert_mesh"	
	}


#M3 Half-track (USA_mechanized Reskin)
	entity = {
		name = "AFG_mechanized_2_entity"
		pdxmesh = "AFG_mechanized_2_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "attack"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "defend"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		scale = 0.6			
	}

#M3 Half-track (USA_mechanized Reskin) ###SNOW###
	entity = {
		clone = "AFG_mechanized_2_entity"
		name = "AFG_mechanized_2_entity_snow"
		pdxmesh = "AFG_mechanized_2_snow_mesh"	
	}

#M3 Half-track (USA_mechanized Reskin) ###DESERT###
	entity = {
		clone = "AFG_mechanized_2_entity"
		name = "AFG_mechanized_2_entity_desert"
		pdxmesh = "AFG_mechanized_2_desert_mesh"	
	}


##############################################
######## AFGANISTAN DEFAULT MOTORIZED ########
##############################################
############# CLONE FROM THIS! ###############
##############################################

### Motorized --------------------------------------------------------------------------------------------------------------

	entity = {
		name = "AFG_vehicle_infantry_rifle_entity"
		pdxmesh = "AFG_infantry_rifle_mesh"	

		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 = 0.3 animation_speed = 1.0 }
		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_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" }
		
		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 = "AFG_vehicle_infantry_mg_entity"
		pdxmesh = "AFG_infantry_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 = 0.0 animation_speed = 1.0 chance = 1	}
		state = { name = "move"				animation = "march_move" 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1	}
		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 = "GER_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 = "AFG_motorized_entity"
		pdxmesh = "motorized_frame_mesh"

		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }

		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "AFG_motorized_vehicle_entity" }																			
		attach = { 	name = "infantry"			infantry = "AFG_vehicle_infantry_rifle_entity" }
	}

##############################################
###### AFGANISTAN DEFAULT INFANTRY SNOW ######
##############################################

	entity = {
		clone = "AFG_vehicle_infantry_rifle_entity"
		name = "AFG_vehicle_infantry_rifle_entity_snow"
		pdxmesh = "AFG_infantry_snow_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 = "AFG_motorized_entity"
		name = "AFG_motorized_entity_snow"
		pdxmesh = "motorized_frame_mesh"
		
		attach = { 	name = "vehicle"			vehicle = "AFG_motorized_vehicle_entity_snow" }						
		attach = { 	name = "infantry"			infantry = "AFG_vehicle_infantry_rifle_entity_snow" }
	}


##################################################### PERSIA / IRAN #######################################################

#################################################
########    PERSIAN VEHICLES GARAGE     #########
#################################################

### Armored Cars ----------------------------------------------------------------------------------------------------------

entity = {
	name = "PER_armored_car_0_entity"
	pdxmesh = "PER_armored_car_0_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_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_01_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_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_01_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			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 = 1
}

entity = {
	name = "PER_armored_car_1_entity"
	pdxmesh = "PER_armored_car_2_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_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_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 = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.41 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_particle" keep_particle = yes sound = { soundeffect = light_armour_fire } }  
		event = { time = 0.83 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			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 = 1
}

### Motorized -------------------------------------------------------------------------------------------------------------

	entity = {
		name = "PER_motorized_vehicle_entity"
		pdxmesh = "PER_motorized_vehicle_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

	#SNOW
	entity = {
		name = "PER_motorized_vehicle_entity_snow"
		pdxmesh = "PER_motorized_vehicle_snow_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

	#DESERT
	entity = {
		name = "PER_motorized_vehicle_entity_desert"
		pdxmesh = "PER_motorized_vehicle_desert_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

### Mechanized ------------------------------------------------------------------------------------------------------------

	entity = {
		name = "PER_mechanized_vehicle_entity"
		pdxmesh = "PER_mechanized_vehicle_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

	#SNOW
	entity = {
		clone = "PER_mechanized_vehicle_entity"
		name = "PER_mechanized_vehicle_entity_snow"
		pdxmesh = "PER_mechanized_vehicle_snow_mesh"	
	}

	#DESERT
	entity = {
		clone = "PER_mechanized_vehicle_entity"
		name = "PER_mechanized_vehicle_entity_desert"
		pdxmesh = "PER_mechanized_vehicle_desert_mesh"	
	}

#M3 Half-track (USA_mechanized Reskin)
	entity = {
		name = "PER_mechanized_2_entity"
		pdxmesh = "PER_mechanized_2_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "attack"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "defend"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		scale = 0.6			
	}

#M3 Half-track (USA_mechanized Reskin) ###SNOW###
	entity = {
		clone = "PER_mechanized_2_entity"
		name = "PER_mechanized_2_entity_snow"
		pdxmesh = "PER_mechanized_2_snow_mesh"	
	}

#M3 Half-track (USA_mechanized Reskin) ###DESERT###
	entity = {
		clone = "PER_mechanized_2_entity"
		name = "PER_mechanized_2_entity_desert"
		pdxmesh = "PER_mechanized_2_desert_mesh"	
	}

###############################################
########### PERSIAN DEFAULT INFANTRY  #########
###############################################

	entity = {
		clone = "AFG_vehicle_infantry_rifle_entity"
		name = "PER_vehicle_infantry_rifle_entity"
		pdxmesh = "PER_infantry_rifle_mesh"
		
		attach = { 	name = "rifle1"	Right_Hand_node = "PER_infantry_weapon_rifle_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "PER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "PER_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "PER_infantry_weapon_rifle_right_entity" }
		
	}

	entity = {
		clone = "AFG_motorized_entity"
		name = "PER_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		attach = { 	name = "vehicle"			vehicle = "PER_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "PER_vehicle_infantry_rifle_entity" }
	}

	entity = {
		clone = "AFG_motorized_entity"
		name = "PER_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		attach = { 	name = "vehicle"			vehicle = "PER_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "PER_vehicle_infantry_rifle_entity" }
	}



##################################################### IRAQ #######################################################

##################################################
##########    IRAQ VEHICLES GARAGE     ###########
##################################################

### Armored Cars ----------------------------------------------------------------------------------------------------------

#Vickers Crossley
entity = {
	name = "IRQ_armored_car_0_entity"
	pdxmesh = "IRQ_armored_car_0_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_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_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 = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		event = { time = 3 node="barrel1" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 3 sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		event = { time = 3 node="barrel1" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 3 sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		event = { time = 3 node="barrel1" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { time = 3 sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "training"				animation = "idle" 			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 = 1
}


entity = {
	name = "IRQ_armored_car_1_entity"
	pdxmesh = "IRQ_armored_car_2_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_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 = "ENG_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_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 = "ENG_car_03_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3  
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
		event = { time = 0 node="barrel" particle = "light_tank_attack_barrel_smoke_particle"  keep_particle = yes sound = { soundeffect = light_armour_fire } } 
	}
	state = { name = "training"				animation = "idle" 			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 = 1
}
	
### Motorized -------------------------------------------------------------------------------------------------------------
	entity = {
		name = "IRQ_motorized_vehicle_entity"
		pdxmesh = "IRQ_motorized_vehicle_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}

### Mechanized ------------------------------------------------------------------------------------------------------------

	entity = {
		clone = "AFG_mechanized_entity"
		name = "IRQ_mechanized_0_entity"
		pdxmesh = "IRQ_mechanized_vehicle_0_mesh"
	}

	entity = {
		clone = "AFG_mechanized_entity"
		name = "IRQ_mechanized_1_entity"
		pdxmesh = "IRQ_mechanized_vehicle_0_mesh"
	}

#Churchill Kangaroo 
	entity = {
		name = "IRQ_mechanized_vehicle_2_entity"
		pdxmesh = "IRQ_mechanized_vehicle_2_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			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 = "motorized_unit_move_animation" } }
		}
		state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "attack"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "defend"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		scale = 0.9			
	}

#Churchill Kangaroo ###SNOW###
	entity = {
		clone = "IRQ_mechanized_vehicle_2_entity"
		name = "IRQ_mechanized_vehicle_2_entity_snow"
		pdxmesh = "IRQ_mechanized_vehicle_2_snow_mesh"	
	}

#Churchill Kangaroo ###DESERT###
	entity = {
		clone = "IRQ_mechanized_vehicle_2_entity"
		name = "IRQ_mechanized_vehicle_2_entity_desert"
		pdxmesh = "IRQ_mechanized_vehicle_2_desert_mesh"	
	}

###############################################
########### IRAQ DEFAULT INFANTRY  ############
###############################################

	entity = {
		clone = "AFG_vehicle_infantry_rifle_entity"
		name = "IRQ_vehicle_infantry_rifle_entity"
		pdxmesh = "IRQ_infantry_rifle_mesh"
		
		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_rifle_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "ENG_infantry_weapon_rifle_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
		
	}

	entity = {
		clone = "AFG_vehicle_infantry_mg_entity"
		name = "IRQ_vehicle_infantry_mg_entity"
		pdxmesh = "IRQ_infantry_mg_mesh"
		
		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }
		attach = { 	name = "rifle3"	mid_back_node = "ENG_infantry_weapon_mg_long_idle_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
		
	}

##SNOW
#	entity = {
#		clone = "AFG_vehicle_infantry_mg_entity"
#		name = "IRQ_vehicle_infantry_mg_entity_snow"
#		pdxmesh = "IRQ_infantry_mg_snow_mesh"
#		
#		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }
#		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }
#		attach = { 	name = "rifle3"	mid_back_node = "ENG_infantry_weapon_mg_long_idle_entity" }
#		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
#		
#	}
#
##DESERT
#	entity = {
#		clone = "AFG_vehicle_infantry_mg_entity"
#		name = "IRQ_vehicle_infantry_mg_entity_desert"
#		pdxmesh = "IRQ_infantry_mg_desert_mesh"
#		
#		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }
#		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }
#		attach = { 	name = "rifle3"	mid_back_node = "ENG_infantry_weapon_mg_long_idle_entity" }
#		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
#		
#	}

	entity = {
		clone = "AFG_motorized_entity"
		name = "IRQ_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		attach = { 	name = "vehicle"			vehicle = "IRQ_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "IRQ_vehicle_infantry_rifle_entity" }
	}

	entity = {
		name = "IRQ_mechanized_2_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "IRQ_mechanized_vehicle_2_entity" }
		attach = { 	name = "infantry"			infantry = "IRQ_vehicle_infantry_mg_entity" }
	}

#SNOW
	entity = {
		name = "IRQ_mechanized_2_entity_snow"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "IRQ_mechanized_vehicle_2_entity_snow" }
		attach = { 	name = "infantry"			infantry = "IRQ_vehicle_infantry_mg_entity" }
	}

#DESERT
	entity = {
		name = "IRQ_mechanized_2_entity_desert"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "IRQ_mechanized_vehicle_2_entity_desert" }
		attach = { 	name = "infantry"			infantry = "IRQ_vehicle_infantry_mg_entity" }
	}

##################################################### RAJ #######################################################

#################################################
##########    RAJ VEHICLES GARAGE     ###########
#################################################

#### Armored Cars ----------------------------------------------------------------------------------------------------------

entity = {
	name = "RAJ_armored_car_0_entity"
	pdxmesh = "RAJ_armored_car_0_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_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 = "ENG_car_01_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_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 = "ENG_car_01_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3 
		event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
		event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "training"				animation = "idle" 			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 = 1
}

entity = {
	name = "RAJ_armored_car_1_entity"
	pdxmesh = "RAJ_armored_car_2_mesh"

	default_state = "idle"
	state = { name = "idle"				animation = "idle"   	animation_blend_time = 0 chance = 15 
	event = { trigger_once = yes sound = { soundeffect = "ENG_car_01_idle" } }
	}	
	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_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 = "ENG_car_01_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_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 = "ENG_car_01_Moving" } }
	}
	state = { name = "attack"			animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "defend"			animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	state = { name = "support_attack"	animation = "attack" animation_blend_time = 0.3 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_small_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
	}
	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 }
		event = { trigger_once = yes sound = { soundeffect = "ENG_car_01_idle" } }
	}
	
	scale = 0.7
}

#### Motorized -------------------------------------------------------------------------------------------------------------

### Mechanized ------------------------------------------------------------------------------------------------------------