###################################################################################
###																				###
###									WEAPONS										###
###																				###
###################################################################################
entity = {
	name = "grey_tempesttw_turret_energy_torpedo_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_turret_torpedo_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_turret_missile_large_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_turret_missile_medium_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_turret_missile_small_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_large_kinetic_gun_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_medium_kinetic_gun_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_small_kinetic_gun_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_turret_point_defence_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_large_laser_gun_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_medium_laser_gun_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_small_laser_gun_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

###################################################################################
###																				###
###							Fallen Spiritualist Ships							###
###																				###
###################################################################################
######################			CORVETTE			 ########################
entity = {
	name = "grey_tempesttw_corvette_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"
	# pdxmesh = "gatebuilder_01_ship_frame_mesh"
	# locator = { name = "part1" }
	# locator = { name = "root" }
	# target_locator_1 = -2.9
	# target_locator_0 = 2.25
	scale = 3	# 2.5 on gatebuilder_01_strikecraft_mesh
	#scale = 0.35	# on gatebuilder_01_cruiser_mesh
	# game_data = { size = 1 emissive_recolor_crunch = 5.0 }
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "moving_out_fallen_empire_ship"
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.46
			node = "part1_locator"
			particle = "ship_explosion_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_burn_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_explosion_air_vent_particle"
		}
		event = {
			time = 0
			node = "root"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
	# state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
	# 	event = { time = 3.46	node = "part1_locator" particle = "ship_explosion_particle" }
	# 	event = { time = 6.79	node = "part1_locator" particle = "ship_explosion_particle" }
	# 	event = { time = 0.5	node = "part1" particle = "ship_burn_particle" }
	# 	event = { time = 0.5	node = "part1" particle = "ship_explosion_air_vent_particle" }
	# 	event = { time = 0.0	node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# }
	# state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
	# 	event = { time = 4.63	node = "ship_main" particle = "large_ship_explosion_particle" }
	# 	event = { time = 0.0	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 1.6	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 2.83	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 3.26	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 3.9	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 4.1	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# }
}

entity = {
	name = "grey_tempesttw_corvette_M1S1_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
	locator = {
		name = "engine_small_01"
		position = {
			0
			0
			0.4
		}
	}
	locator = {
		name = "light_locator_01"
		position = {
			0
			6
			-0.75
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			-1
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_small_01"
			particle = "generic_035_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_small_01"
			particle = "generic_035_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
}

entity = {
	name = "grey_tempesttw_corvette_S3_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
	locator = {
		name = "engine_small_01"
		position = {
			0
			0
			0.4
		}
	}
	locator = {
		name = "light_locator_01"
		position = {
			0
			6
			-0.75
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			0
			-1
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_small_01"
			particle = "generic_035_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_small_01"
			particle = "generic_035_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
}

###################			DESTROYER			 ########################
entity = {
	name = "grey_tempesttw_destroyer_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	scale = 0.4
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	# state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
	# 	event = { time = 3.46	node = "part1_locator" particle = "ship_explosion_particle" }
	# 	event = { time = 6.79	node = "part1_locator" particle = "ship_explosion_particle" }
	# 	event = { time = 0.5	node = "part1" particle = "ship_burn_particle" }
	# 	event = { time = 0.5	node = "part1" particle = "ship_explosion_air_vent_particle" }
	# 	event = { time = 0.0	node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# }
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.46
			node = "part1_locator"
			particle = "ship_explosion_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_burn_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_explosion_air_vent_particle"
		}
		event = {
			time = 0
			node = "root"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
	# state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
	# 	event = { time = 4.63	node = "ship_main" particle = "large_ship_explosion_particle" }
	# 	event = { time = 0.0	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 1.6	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 2.83	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 3.26	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 3.9	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 4.1	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# }
}

# BOW
entity = {
	name = "grey_tempesttw_destroyer_bow_L1_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
}

entity = {
	name = "grey_tempesttw_destroyer_bow_M1S2_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			-1.42
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-8.416
			-1.42
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
}

entity = {
	name = "grey_tempesttw_destroyer_bow_S3_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "small_gun_01"
		position = {
			0
			-7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
}

# STERN
entity = {
	name = "grey_tempesttw_destroyer_stern_S2_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			-7.416
			2.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			7.416
			2.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			7.416
			-2.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			7.416
			-2.52
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_destroyer_stern_M1_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			7.416
			-2.52
		}
		rotation = {
			0
			0
			0
		}
	}
}

##################			CRUISER			########################
entity = {
	name = "grey_tempesttw_cruiser_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	scale = 0.65
	locator = {
		name = "part1"
		position = {
			1.1
			0
			0
		}
		rotation = {
			0
			0
			30
		}
	}
	locator = {
		name = "part2"
		position = {
			1.1
			0
			0
		}
		rotation = {
			0
			0
			30
		}
	}
	locator = {
		name = "part3"
		position = {
			1.1
			0
			0
		}
		rotation = {
			0
			0
			30
		}
	}
	locator = {
		name = "root"
		position = {
			-1.1
			0
			0.05
		}
		rotation = {
			0
			0
			-30
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			0
		}
	}
	attach = {
		"root" = "gatebuilder_01_cruiser_section_entity"
	}
	# attach = { "root" =  "grey_tempesttw_corvette_SE_entity" }
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
		# event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		# event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		# event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		# event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "moving"
		state_time = 5
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
		# event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		# event = { time = 1 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		# event = { time = 2 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		# event = { time = 3 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		animation = "death"
		# event = { time = 4.63	node = "ship_main" particle = "large_ship_explosion_particle" }
		# event = { time = 0.0	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		# event = { time = 1.6	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		# event = { time = 2.83	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		# event = { time = 3.26	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		# event = { time = 3.9	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		# event = { time = 4.1	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		# event = { time = 0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		# event = { time = 1 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		# event = { time = 2 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		# event = { time = 3 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		# event = { time = 4 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
	}
}

entity = {
	name = "grey_tempesttw_cruiser_bow_L1_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		# start_event = {	node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			node = "engine_large_01"
			particle = "generic_1_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "generic_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "generic_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		# start_event = {	node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			node = "engine_large_01"
			particle = "generic_1_5_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "generic_05_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "generic_05_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_cruiser_bow_M1S2_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-7.416
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		# start_event = {	node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			node = "engine_large_01"
			particle = "generic_1_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "generic_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "generic_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		# start_event = {	node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			node = "engine_large_01"
			particle = "generic_1_5_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "generic_05_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "generic_05_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_cruiser_bow_M2_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			1.18
			-0.2
			-16
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-1.18
			-0.2
			-16
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		# start_event = {	node = "engine_large_01" particle = "mammalian_01_8_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_01" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_02" particle = "mammalian_01_5_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			node = "engine_large_01"
			particle = "generic_1_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "generic_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "generic_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		# start_event = {	node = "engine_large_01" particle = "mammalian_01_8_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_01" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		# start_event = {	node = "engine_medium_02" particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			node = "engine_large_01"
			particle = "generic_1_5_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "generic_05_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "generic_05_exhaust_circle_long_moving"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

# MID
entity = {
	name = "grey_tempesttw_cruiser_mid_S2HB_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-7.416
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_cruiser_mid_L1M1_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			-4
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_cruiser_mid_M3_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			-7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-8.6
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_cruiser_mid_M2S2_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			0
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-7.416
			-1.52
		}
		rotation = {
			0
			0
			0
		}
	}
}

# STERN
entity = {
	name = "grey_tempesttw_cruiser_stern_M1_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			7.416
			4.5
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_cruiser_stern_S2_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "small_gun_01"
		position = {
			0
			7.416
			4.5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-9.1
			2.2
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			-1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
}

##################			BATTLESHIP			########################
entity = {
	name = "grey_tempesttw_battleship_entity"
	scale = 0.45
	locator = {
		name = "part1"
	}
	locator = {
		name = "part2"
	}
	locator = {
		name = "part3"
	}
	locator = {
		name = "explosion"
		position = {
			0
			9
			-30
		}
	}
	pdxmesh = "gatebuilder_01_ship_frame_mesh"	# locator_mesh
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		state_time = 5
	}
	state = {
		name = "moving"
		animation = "idle"
		state_time = 5
	}
	state = {
		name = "death"
		animation = "death"
		state_time = 5
		looping = no
		# event = { time = 9.9	node = "explosion" particle = "large_station_explosion_particle" trigger_once = yes keep_particle = yes }
		event = {
			time = 12.2
			node = "explosion_locator"
			particle = "gatebuilder_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

# BOW
entity = {
	name = "grey_tempesttw_battleship_bow_L1M1S2_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-45
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-45
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-45
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			2
			-45
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			-1
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-1
			-6.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_bow_L1S4_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_bow_L2_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-4
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_bow_M1S2SHB_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		position = {
			0
			0
			-5.5
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_bow_M2S4_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_bow_M3S2_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	# locator = { name = "small_gun_01" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } }
	# locator = { name = "small_gun_02" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } }
	# locator = { name = "small_gun_03" position = { 0 10.24 -3.17 } rotation = { 0 0 0 } }
	# locator = { name = "small_gun_04" position = { 0 -10.24 -3.17 } rotation = { 0 0 0 } }
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_bow_XL1_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "xl_gun_01"
		position = {
			0
			8
			-8
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

#MID
entity = {
	name = "grey_tempesttw_battleship_mid_L2S4_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_mid_L1M4_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_mid_L2M2_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_mid_L3_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			-1
			-14
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-1
			-12
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			-1
			-10
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_mid_M4SHB_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	# TODO check position
	locator = {
		name = "medium_gun_03"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	# TODO check position
	locator = {
		name = "medium_gun_04"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_mid_S4LHB_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

# STERN
entity = {
	name = "grey_tempesttw_battleship_stern_L1_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			-9.76
			5.55
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_stern_M1S2_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_stern_M2_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_battleship_stern_S4_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
}

##################			TITAN			########################
entity = {
	name = "grey_tempesttw_titan_entity"
	# pdxmesh = "gatebuilder_01_mothership_mesh"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	# TODO positions?
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			180
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			180
		}
	}
	locator = {
		name = "part3"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			180
		}
	}
	locator = {
		name = "behindu"
		position = {
			8
			-8.5
			1
		}
		rotation = {
			0
			0
			72
		}
		scale = 0.75
	}
	locator = {
		name = "behinda"
		position = {
			-8
			-8.5
			1
		}
		rotation = {
			0
			0
			-72
		}
		scale = 0.75
	}
	attach = {
		"behindu" = "grey_tempesttw_titan_part_entity"
	}
	attach = {
		"behinda" = "grey_tempesttw_titan_part_entity"
	}
	# attach = { "behindu" =  "gatebuilder_01_mothership_section_entity" }
	# attach = { "behinda" =  "gatebuilder_01_mothership_section_entity" }
	scale = 1
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_titan_ship_hum_01"
			}
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_titan_ship_hum_02"
			}
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_titan_ship_hum_03"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "moving_out_titan"
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		looping = no
		event = {
			time = 2.5
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "ship_explosion"
			}
		}
		event = {
			time = 3.5
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "ship_explosion"
			}
		}
		event = {
			time = 5.5
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "ship_explosion"
			}
		}
		event = {
			time = 7.5
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "ship_explosion"
			}
		}
		event = {
			time = 9.5
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "ship_explosion"
			}
		}
		event = {
			time = 12.5
			node = "ship_main"
			particle = "dreadnought_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "amb_titan_ship_death"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_titan_part_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
	}
	state = {
		name = "moving"
		animation = "idle"
	}
	state = {
		name = "death"
		animation = "death"
		looping = no
		event = {
			time = 12.2
			node = "explosion_locator"
			particle = "gatebuilder_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_titan_bow_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "xl_gun_01"
		position = {
			0
			8
			-8
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_04"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_gatebuilder_01_mothership"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 1
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 2
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 3
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_large_02"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_01"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			node = "engine_medium_02"
			particle = "mammalian_01_5_0_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 12.3
		looping = no
		event = {
			time = 0
			node = "explosion_locator_01"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 1
			node = "explosion_locator_02"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 2
			node = "explosion_locator_03"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 3
			node = "explosion_locator_04"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 4
			node = "explosion_locator_05"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_titan_mid_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	# scale = 0.55
	locator = {
		name = "xl_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			-5
			0
			-12
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			5
			0
			-12
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			-3
			-2
			-12
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_04"
		position = {
			3
			-2
			-12
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_titan_idle"
			}
		}
	}
	state = {
		name = "moving"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		looping = no
		event = {
			time = 0
			node = "explosion_locator1"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1
			node = "explosion_locator2"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_large"
			}
		}
		event = {
			time = 2
			node = "explosion_locator3"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_locator4"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "ship_destroyed_big_explosion"
			}
		}
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_titan_death"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_titan_stern_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	locator = {
		name = "xl_gun_01"
		position = {
			0
			0
			-5.3
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			0
			-3
			4
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-3
			6
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_03"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_04"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_titan_idle"
			}
		}
	}
	state = {
		name = "moving"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		looping = no
		event = {
			time = 0
			node = "explosion_locator1"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1
			node = "explosion_locator2"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_large"
			}
		}
		event = {
			time = 2
			node = "explosion_locator3"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_locator4"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "ship_destroyed_big_explosion"
			}
		}
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_titan_death"
			}
		}
	}
}

###################################################################################
###																				###
###								  Fallen Ships									###
###																				###
###################################################################################
##################			Escort			########################
entity = {
	name = "grey_tempesttw_fe_escort_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
	}
	scale = 0.35
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	state = {
		name = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		animation = "death"
		event = {
			time = 3.46
			node = "part1_locator"
			particle = "ship_explosion_particle"
		}
		event = {
			time = 6.79
			node = "part1_locator"
			particle = "ship_explosion_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_burn_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_explosion_air_vent_particle"
		}
		event = {
			time = 0
			node = "root"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.46
			node = "part1_locator"
			particle = "ship_explosion_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_burn_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_explosion_air_vent_particle"
		}
		event = {
			time = 0
			node = "root"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.63
			node = "ship_main"
			particle = "large_ship_explosion_particle"
		}
		event = {
			time = 0
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_escort_bow_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	scale = 0.35
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			16.19
			3.78
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-16.19
			3.78
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
}

entity = {
	name = "grey_tempesttw_fe_escort_stern_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	scale = 0.35
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-2
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			16.19
			3.78
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-16.19
			3.78
		}
		rotation = {
			0
			0
			0
		}
	}
}

##################			Battlecruiser			########################
entity = {
	name = "grey_tempesttw_fe_battlecruiser_entity"
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part3"
		position = {
			0
			0
			0
		}
	}
	scale = 0.4
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.63
			node = "ship_main"
			particle = "large_ship_explosion_particle"
		}
		event = {
			time = 0
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_battlecruiser_mid_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	scale = 0.4
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-4
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			10.62
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-10.62
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			1.62
			24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-1.62
			24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			-1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_02"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_03"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_04"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_05"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_06"
			particle = "mammalian_01_2_35_exhaust_oblong_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_large_02"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_03"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_04"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_05"
			particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_06"
			particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
		event = {
			time = 0
			node = "explosion_locator1"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.4
			node = "explosion_locator7"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1
			node = "explosion_locator10"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "explosion_locator2"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.9
			node = "explosion_locator9"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.1
			node = "explosion_locator8"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "explosion_locator3"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "explosion_locator4"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "explosion_locator5"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "explosion_locator6"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_battlecruiser_bow_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	scale = 0.4
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-4
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			10.62
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-10.62
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			1.62
			24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-1.62
			24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			-1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_battlecruiser_stern_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	scale = 0.4
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			-4
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			10.62
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-10.62
			0
			-1.62
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			1.62
			24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-1.62
			24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			-1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			1.62
			-24.5
			5
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
}

##################			Titan			########################
entity = {
	name = "grey_tempesttw_fe_titan_entity"
	pdxmesh = "locator_mesh"
	scale = 0.5
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part3"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part4"
		position = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
	}
	state = {
		name = "moving"
		state_time = 5
	}
	state = {
		name = "death"
		state_time = 10
		looping = no
		event = {
			time = 9.9
			node = "explosion"
			particle = "large_station_explosion_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	locator = {
		name = "part1"
	}
	locator = {
		name = "explosion"
		position = {
			0
			-15
			-25
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_titan_bow_entity"
	pdxmesh = "gatebuilder_01_mothership_mesh"
	scale = 0.5
	locator = {
		name = "titan_gun_01"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_titan_idle"
			}
		}
	}
	state = {
		name = "moving"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_03"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_04"
			particle = "ship_light_blue_effect"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		looping = no
		event = {
			time = 0
			node = "explosion_locator1"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1
			node = "explosion_locator2"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_large"
			}
		}
		event = {
			time = 2
			node = "explosion_locator3"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_locator4"
			particle = "ship_explosion_particle"
			trigger_once = yes
			keep_particle = yes
			sound = {
				soundeffect = "ship_destroyed_big_explosion"
			}
		}
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_titan_death"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_titan_mid_entity"
	pdxmesh = "locator_mesh"
	scale = 0.5
	locator = {
		name = "titan_gun_01"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_titan_hangar_entity"
	pdxmesh = "locator_mesh"
	scale = 0.5
	locator = {
		name = "titan_gun_01"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_titan_stern_entity"
	pdxmesh = "locator_mesh"
	scale = 0.5
	locator = {
		name = "titan_gun_01"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			-10.24
			0
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			0
			10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			-10.24
			-3.17
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		rotation = {
			-90
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_02"
		rotation = {
			90
			0
			0
		}
	}
}

###################################################################################
###																				###
###							  Fallen Stations									###
###																				###
###################################################################################
entity = {
	name = "grey_tempesttw_fe_small_station_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_small_station_heavy_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			0
			10.24
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			0
			-10.24
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_small_station_medium_entity"
	pdxmesh = "locator_mesh"
	scale = 0.2
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			10.24
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-10.24
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			0
			10.24
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			0
			-10.24
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_large_station_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	locator = {
		name = "part1"
	}
	locator = {
		name = "part2"
	}
	locator = {
		name = "part3"
	}
	locator = {
		name = "part4"
	}
	default_state = "idle"
	state = {
		name = "idle"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "top"
			particle = "energy_core_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "bottom"
			particle = "energy_core_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "large_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_large_station_xl_entity"
	pdxmesh = "locator_mesh"
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			0
			30
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-33
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			-4
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-4
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			1
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			1
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_large_station_heavy_entity"
	pdxmesh = "locator_mesh"
	scale = 0.2
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			0
			30
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-33
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			-4
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-4
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			1
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			1
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_large_station_medium_entity"
	pdxmesh = "locator_mesh"
	scale = 0.2
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			0
			30
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-33
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			-4
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-4
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			1
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			1
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_fe_large_station_pd_entity"
	pdxmesh = "locator_mesh"
	scale = 0.2
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_01"
		position = {
			0
			30
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			-33
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_01"
		position = {
			15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			-15
			-4
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			-4
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			-4
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			-15
			1
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			1
			15
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			1
			-15
		}
		rotation = {
			0
			0
			0
		}
	}
}

###################################################################################
###																				###
###								SMALL SHIPS										###
###																				###
###################################################################################
entity = {
	name = "grey_tempesttw_bomber_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
	scale = 0.8
}

entity = {
	name = "grey_tempesttw_droppod_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
	scale = 0.8
}

entity = {
	name = "grey_tempesttw_fighter_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
	scale = 0.8
}

###################################################################################
###																				###
###								CIVILIAN SHIPS									###
###																				###
###################################################################################
entity = {
	name = "grey_tempesttw_constructor_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_civilship_01"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.63
			node = "ship_main"
			particle = "large_ship_explosion_particle"
		}
		event = {
			time = 0
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_construction_ship_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "behindu"
		position = {
			0
			0.25
			1.5
		}
		rotation = {
			0
			0
			0
		}
		scale = 12
	}
	attach = {
		"behindu" = "gatebuilder_01_strikecraft_entity"
	}
	scale = 0.3
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_8_0_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_civilship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_8_0_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		state_time = 10
		looping = no
		event = {
			time = 0
			node = "cons_explosion_locator1"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.4
			node = "cons_explosion_locator7"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1
			node = "cons_explosion_locator10"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "cons_explosion_locator2"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.9
			node = "cons_explosion_locator9"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.1
			node = "cons_explosion_locator8"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "cons_explosion_locator3"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "cons_explosion_locator4"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "cons_explosion_locator5"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "cons_explosion_locator6"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_colonizer_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.63
			node = "ship_main"
			particle = "large_ship_explosion_particle"
		}
		event = {
			time = 0
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_colony_ship_entity"
	pdxmesh = "gatebuilder_01_cruiser_mesh"
	# pdxmesh = "gatebuilder_01_ship_frame_mesh"
	scale = 1.5
	locator = {
		name = "behindu"
		position = {
			1.7
			1
			0.05
		}
		rotation = {
			0
			0
			60
		}
	}
	locator = {
		name = "behinda"
		position = {
			-1.7
			1
			-0.05
		}
		rotation = {
			0
			0
			-60
		}
	}
	# attach = { "behindu" =  "grey_tempesttw_corvette_SE_entity" }
	# attach = { "behinda" =  "grey_tempesttw_corvette_SE_entity" }
	attach = {
		"behindu" = "gatebuilder_01_cruiser_section_entity"
	}
	attach = {
		"behinda" = "gatebuilder_01_cruiser_section_entity"
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		# event = { time = 0	node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		# event = { time = 0	node = "engine_large_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		# event = { time = 0	node = "engine_large_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_3_35_exhaust_idle_particle"
			trigger_once = yes
			keep_particle = yes
		}
		# event = { time = 0	node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		# event = { time = 0	node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_civilship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "engine_large_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		# event = { time = 0	node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		# event = { time = 0	node = "engine_large_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		# event = { time = 0	node = "engine_large_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "mammalian_01_3_35_ship_exhaust_moving_particle"
			trigger_once = yes
			keep_particle = yes
		}
		# event = { time = 0	node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		# event = { time = 0	node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "death"
		state_time = 10
		looping = no
		event = {
			time = 0
			node = "cons_explosion_locator1"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.4
			node = "cons_explosion_locator7"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1
			node = "cons_explosion_locator10"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "cons_explosion_locator2"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.9
			node = "cons_explosion_locator9"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.1
			node = "cons_explosion_locator8"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "cons_explosion_locator3"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "cons_explosion_locator4"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "cons_explosion_locator5"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "cons_explosion_locator6"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_science_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	# state = { name = "death"
	# 	animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
	# 	event = { time = 3.46	node = "part1_locator" particle = "ship_explosion_particle" }
	# 	event = { time = 6.79	node = "part1_locator" particle = "ship_explosion_particle" }
	# 	event = { time = 0.5	node = "part1" particle = "ship_burn_particle" }
	# 	event = { time = 0.5	node = "part1" particle = "ship_explosion_air_vent_particle" }
	# 	event = { time = 0.0	node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# }
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.46
			node = "part1_locator"
			particle = "ship_explosion_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_burn_particle"
		}
		event = {
			time = 0.5
			node = "part1"
			particle = "ship_explosion_air_vent_particle"
		}
		event = {
			time = 0
			node = "root"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
	# state = { name = "death"
	# 	animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
	# 	event = { time = 4.63	node = "ship_main" particle = "large_ship_explosion_particle" }
	# 	event = { time = 0.0	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 1.6	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 2.83	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 3.26	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 3.9	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# 	event = { time = 4.1	node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	# }
}

entity = {
	name = "grey_tempesttw_science_ship_entity"
	pdxmesh = "gatebuilder_01_strikecraft_mesh"
	locator = {
		name = "engine_small_01"
		position = {
			0
			0
			0.4
		}
	}
	locator = {
		name = "light_locator_01"
		position = {
			0
			6
			-0.75
		}
		rotation = {
			0
			0
			0
		}
	}
	locator = {
		name = "behindu"
		position = {
			0
			0
			-0.01
		}
		rotation = {
			0
			0
			-45
		}
	}
	attach = {
		"behindu" = "gatebuilder_01_strikecraft_entity"
	}
	scale = 5.8
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			time = 0
			node = "engine_small_01"
			particle = "generic_035_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_warship_01"
			}
		}
	}
	state = {
		name = "moving"
		state_time = 5
		event = {
			time = 0
			node = "engine_small_01"
			particle = "generic_035_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
	state = {
		name = "death"
		chance = 1
		looping = no
		state_time = 10
	}
	game_data = {
		trail_locators = {
			"engine_small_01" = {
				width = @small_trail_W
				lenght = @small_trail_L
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_transport_entity"
	pdxmesh = "gatebuilder_01_ship_frame_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_corvette_hum"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		event = {
			trigger_once = yes
			sound = {
				soundeffect = moving_out_fallen_empire_ship
			}
		}
	}
	state = {
		name = "death"
		animation = "death"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.63
			node = "ship_main"
			particle = "large_ship_explosion_particle"
		}
		event = {
			time = 0
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "ship_main"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
	}
}

# entity = {
# 	name = "grey_tempesttw_transport_ship_entity"
# 	pdxmesh = "fallen_empire_01_civilian_mesh"
# 	scale = 0.4
# 	default_state = "idle"
# 	state = { name = "idle" state_time = 5
# 		event = { time = 0	node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0	node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
# 		event = { time = 0	node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_large_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_large_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		event = { time = 0	node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
# 		start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_civilship_01" } }
# 	}
#		state = { name = "moving" state_time = 5
#			event = { time = 0	node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#			event = { time = 0	node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
#			event = { time = 0	node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_large_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_large_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#			event = { time = 0	node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
#		}
#		state = { name = "death"						state_time = 10 looping = no
#			event = { time = 0.0	node = "cons_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 1.4	node = "cons_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 1.0	node = "cons_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 1.6	node = "cons_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 1.9	node = "cons_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 2.1	node = "cons_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 2.83	node = "cons_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 3.26	node = "cons_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 3.9	node = "cons_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#			event = { time = 4.1	node = "cons_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
#		}
# }
entity = {
	name = "grey_tempesttw_transport_ship_entity"
	# pdxmesh = "fallen_empire_01_transport_mesh"
	pdxmesh = "eventship_04_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		animation = "idle"
		animation_blend_time = 4
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "generic_red_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "generic_red_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_03"
			particle = "generic_red_05_exhaust_circle_idle"
			trigger_once = yes
			keep_particle = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_event_ship_04_idle"
			}
		}
	}
	state = {
		name = "moving"
		animation = "idle"
		animation_blend_time = 2
		#event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
		event = {
			time = 0
			node = "engine_medium_01"
			particle = "generic_red_05_exhaust_circle_moving"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_02"
			particle = "generic_red_05_exhaust_circle_moving"
			trigger_once = yes
			keep_particle = yes
		}
		event = {
			time = 0
			node = "engine_medium_03"
			particle = "generic_red_05_exhaust_circle_moving"
			trigger_once = yes
			keep_particle = yes
		}
	}
	state = {
		name = "death"
		animation = "death3"
		animation_blend_time = 0
		chance = 1
		looping = no
		event = {
			time = 4.63
			node = "ship_main"
			particle = "large_ship_explosion_particle"
		}
		event = {
			time = 0
			node = "explosion_locator1"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 1.6
			node = "explosion_locator2"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 2.83
			node = "explosion_locator3"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.26
			node = "explosion_locator5"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 3.9
			node = "explosion_locator4"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed
			}
		}
		event = {
			time = 4.1
			node = "explosion_locator5"
			particle = "ship_explosion_particle"
			sound = {
				soundeffect = ship_destroyed_big_explosion
			}
		}
	}
	meshsettings = {
		name = "lp6Shape"
		index = 0
		texture_diffuse = "cylinder_diffuse.dds"
		shader = "PdxMeshShip"
	}
	locator = {
		name = "root"
	}
	scale = 0.2
}

###################################################################################
###																				###
###									STATIONS									###
###																				###
###################################################################################
entity = {
	name = "grey_tempesttw_orbital_station_entity"
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part2"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part3"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part4"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part5"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part6"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "part7"
		position = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 4.9
			particle = "large_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_orbital_station_core_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			0
			0
		}
	}
	scale = 0.2
	default_state = "idle"
	state = {
		name = "idle"
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "top"
			particle = "energy_core_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "bottom"
			particle = "energy_core_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
	}
	state = {
		name = "construction"
		state_time = 5
	}
	state = {
		name = "habitat_idle"
		state_time = 5
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "habitat_station_hum"
			}
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
	}
}

entity = {
	name = "grey_tempesttw_orbital_station_assemblyyard_section_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_orbital_station_hangarbay_section_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "strike_craft_locator_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_orbital_station_refinery_section_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_orbital_station_science_section_entity"
	locator = {
		name = "turret_muzzle_01"
		position = {
			0
			0
			0
		}
	}
}

entity = {
	name = "grey_tempesttw_military_station_small_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	locator = {
		name = "part1"
	}
	locator = {
		name = "part2"
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_military_station_section_heavy_entity"
	pdxmesh = "locator_mesh"
	scale = 0.1
	locator = {
		name = "large_gun_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "large_gun_02"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "root"
	}
}

entity = {
	name = "grey_tempesttw_military_station_section_medium_entity"
	pdxmesh = "locator_mesh"
	scale = 0.1
	locator = {
		name = "medium_gun_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_02"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_03"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "medium_gun_04"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "root"
	}
}

entity = {
	name = "grey_tempesttw_military_station_section_light_entity"
	pdxmesh = "locator_mesh"
	scale = 0.1
	locator = {
		name = "small_gun_01"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_02"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_03"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "small_gun_04"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "root"
	}
}

entity = {
	name = "grey_tempesttw_mining_station_entity"
	#pdxmesh = "gatebuilder_01_space_station_mesh"
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
		rotation = {
			90
			0
			0
		}
	}
	attach = {
		root = "greytempest_ion_cannon_station"
	}
	#attach = { root = "greytempest_mining_beam_entity" }
	scale = 0.7
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_research_station_entity"
	#pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
		rotation = {
			90
			0
			0
		}
	}
	attach = {
		root = "greytempest_ion_cannon_station"
	}
	#attach = { root = "greytempesttw_science_beam_entity" }
	locator = {
		name = "part1"
		position = {
			0
			0
			0
		}
	}
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_observation_station_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_terraform_station_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_wormhole_station_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 6
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_a01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_a02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_a03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_a04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_a05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_a06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_a07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_a08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_a10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_a11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.5
			node = "light_locator_regular_a12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_01"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_02"
			particle = "ship_light_blue_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_b01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_b02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_b03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_b04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_b05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_b06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_b07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_b08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_b09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_b11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_c01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_c02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_c03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_c04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_c05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_c06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_c07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_c08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_c09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_c12"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0
			node = "light_locator_regular_d01"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.05
			node = "light_locator_regular_d02"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.1
			node = "light_locator_regular_d03"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.15
			node = "light_locator_regular_d04"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.2
			node = "light_locator_regular_d05"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.25
			node = "light_locator_regular_d06"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.3
			node = "light_locator_regular_d07"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.35
			node = "light_locator_regular_d08"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.4
			node = "light_locator_regular_d09"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d10"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		event = {
			time = 0.45
			node = "light_locator_regular_d11"
			particle = "ship_light_blue_regular_effect"
			keep_particle = yes
			trigger_once = yes
		}
		start_event = {
			trigger_once = yes
			sound = {
				soundeffect = "amb_fallen_empire_station_01"
			}
		}
	}
	state = {
		name = "death"
		state_time = 5
		looping = no
		event = {
			time = 0
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 0.5
			node = "explosion_2"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 1.5
			node = "explosion_3"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 2
			node = "explosion_4"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 3
			node = "explosion_5"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4
			node = "explosion_1"
			particle = "ship_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_small"
			}
		}
		event = {
			time = 4.9
			particle = "medium_fallen_station_explosion_particle"
			keep_particle = yes
			trigger_once = yes
			sound = {
				soundeffect = "station_explosion_energy"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_orbital_station_habitat_section_entity"
	pdxmesh = "fallen_empire_citadel_frame_mesh"
}

entity = {
	name = "grey_tempesttw_orbital_habitat_entity"
	pdxmesh = "locator_mesh"
	scale = 0.4
	attach = {
		"slot1" = "greytempest_habitate_entity"
	}
	attach = {
		"slot2" = "greytempest_habitate_entity"
	}
	attach = {
		"root" = "grey_tempesttw_starbase_citadel_section_entity"
	}
	locator = {
		name = "slot1"
		position = {
			0
			0
			0
		}
		rotation = {
			0
			180
			0
		}
	}
	locator = {
		name = "slot2"
		position = {
			0
			20
			0
		}
	}
	locator = {
		name = "root"
		position = {
			0
			0
			0
		}
	}
	default_state = "habitat_idle"
	state = {
		name = "habitat_idle"
		looping = yes
	}
	state = {
		name = "construction"
		looping = yes
	}
	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5
	}
}

##################		CONSTRUCTION ENTITIES		########################
entity = {
	name = "grey_tempesttw_military_station_large_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_military_station_medium_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
}

entity = {
	name = "grey_tempesttw_military_station_small_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	scale = 0.2
}

entity = {
	name = "grey_tempesttw_orbital_station_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
}

entity = {
	name = "grey_tempesttw_mining_station_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
	scale = 1
}

entity = {
	name = "grey_tempesttw_research_station_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
	scale = 1
}

entity = {
	name = "grey_tempesttw_wormhole_station_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
	scale = 0.2
}

entity = {
	name = "grey_tempesttw_terraform_station_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
	scale = 1
}

entity = {
	name = "grey_tempesttw_observation_station_construction_entity"
	pdxmesh = "gatebuilder_01_space_station_mesh"
	default_state = "idle"
	state = {
		name = "idle"
		state_time = 5
		event = {
			trigger_once = yes
			sound = {
				soundeffect = "place_construction"
			}
		}
	}
	scale = 1
}