###################################################################################
###																				###
###									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 = 0.0 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 = 0.0	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 = 0.0 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 = 0.0	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 = 0.0 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 = 0.0	node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death"
		animation = "death" animation_blend_time = 0.0 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 = 0.0	node = "root" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death"
		animation = "death" 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_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 = 0.0	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 = 0.0	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 = 1.0	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 = 10.0 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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.0	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 = 0.0	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_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 = 0.0	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 = 0.0	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_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 = 0.0 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 = 0.0	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 = 0.0	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 = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
		event = { time = 0.0 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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.0	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.50	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.00	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 = 0.10	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 = 0.20	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 = 0.30	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 = 0.40	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 = 0.0	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 = 2.0	node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0	node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0	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 = 5.0
	}
}
##################		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 = 1.0
}

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 = 1.0
}

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 = 1.0
}

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 = 1.0
}