	@destroyer_scale = 7.0
	@corvette_scale = 6.0
	@cruiser_scale = 10.5
	@battleship_scale = 12.0
	@missile_scale = 1.0
	@transport_scale = 9.5
	@colonizer_scale = 11.0
	@science_scale = 8.5
	@constructor_scale = 10.0
	@military_station_large = 12.0
	@orbital_station = 17
	@research_station = 13
	@mining_station = 13
	@terraforming_station = 13
		
	
	###################################################################################
	###																				###
	###									WEAPONS										###
	###																				###
	###################################################################################
	
	entity = {
		name = "zeon_01_missle_entity"
		pdxmesh = "arthropoid_01_missile_mesh"
		
		scale = 1.25
	}
	
	
	
	entity = {
		name = "zeon_01_turret_missile_large_entity"
		pdxmesh = "zeon_01_turret_missile_large_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_turret_missile_medium_entity"
		pdxmesh = "zeon_01_turret_missile_medium_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "idle" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_turret_missile_small_entity"
		pdxmesh = "zeon_01_turret_missile_small_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	
	
	entity = {
		name = "zeon_01_large_kinetic_gun_entity"
		pdxmesh = "zeon_01_turret_projectile_large_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_medium_kinetic_gun_entity"
		pdxmesh = "zeon_01_turret_projectile_medium_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_small_kinetic_gun_entity"
		pdxmesh = "zeon_01_turret_projectile_small_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	
	
	entity = {
		name = "zeon_01_turret_point_defence_entity"
		pdxmesh = "zeon_01_turret_point_defence_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	
	
	entity = {
		name = "zeon_01_large_laser_gun_entity"
		pdxmesh = "zeon_01_turret_projectile_large_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_medium_laser_gun_entity"
		pdxmesh = "zeon_01_turret_projectile_medium_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_small_laser_gun_entity"
		pdxmesh = "zeon_01_turret_projectile_small_mesh"
		
		state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
		state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
		}
		scale = 1.0
	}
	
	
	


# ##################
# Critter Weapons
# ##################


# Amoeba Weapons

entity = {
	name = "zeon_01_small_space_amoeba_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_small_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_medium_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_large_space_amoeba_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_large_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

# Space Cloud Weapons

entity = {
	name = "zeon_01_small_space_cloud_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_small_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_large_space_cloud_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_large_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

# Crystal Weapons

entity = {
	name = "zeon_01_small_crystal_ship_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_small_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_medium_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_large_crystal_ship_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_large_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

# Mining Drone Weapons

entity = {
	name = "zeon_01_small_mining_drone_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_small_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_medium_mining_drone_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_medium_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

# Space Whale Weapons

entity = {
	name = "zeon_01_small_space_whale_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_small_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_medium_space_whale_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_medium_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_large_space_whale_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_large_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

# Swarm Weapons

entity = {
	name = "zeon_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_small_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "zeon_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "zeon_01_turret_projectile_medium_mesh"
	
	state = { name = "idle"	animation = "idle" animation_blend_time = 0.25 }
	state = { name = "attack" animation = "attack" animation_blend_time = 0.25 looping = no next_state = "idle"
	}
	scale = 1.0
}

	
	
	###################################################################################
	###																				###
	###									COMBAT SHIPS								###
	###																				###
	###################################################################################
	
	
	
	
	######################           CORVETTE             ########################
	
	entity = {
		name = "zeon_01_corvette_entity"
		pdxmesh = "molluscoid_01_corvette_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_corvette } }
		}
		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 } }
		}
		scale = 1.0
		
		game_data = {
			size = @corvette_scale
		}
	}
	
	entity = {
		name = "zeon_01_corvette_M1S1_entity"
		pdxmesh = "zeon_01_corvette_M1S1_mesh"
		
		default_state = "idle"
		state = { name = "idle"		state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "moving"	state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "death" state_time = 5 }
		scale = 1.05
	}
	
	entity = {
		name = "zeon_01_corvette_S3_entity"
		pdxmesh = "zeon_01_corvette_S3_mesh"
		
		default_state = "idle"
		state = { name = "idle"		state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "moving"	state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "death" state_time = 5 }
		scale = 1.05
	}	
	
	entity = {
		name = "zeon_01_corvette_S1_entity"
		pdxmesh = "zeon_01_corvette_S1_mesh"
		
		default_state = "idle"
		state = { name = "idle"		state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "moving"	state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "death" state_time = 5 }
		scale = 1.05
	}

	
	
	
	
	###################            DESTROYER             ########################
	
	# FRAME
	
	entity = {
		name = "zeon_01_destroyer_entity"
		pdxmesh = "molluscoid_01_destroyer_frame_mesh"
	
		default_state = "idle"
		state = { name = "idle"	animation = "idle" animation_blend_time = 4 
			start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 2
			event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
		}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 8.15 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
			event = { time = 8.15 node = "part1_locator" particle = "ship_burn_particle" }
			
			event = { time = 8.15 node = "part2_locator" particle = "ship_burn_particle" }
			event = { time = 8.15 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }
			
			event = { time = 8.3 node = "ship_main" particle = "ship_explosion_particle" }
			
			event = { time = 0.0 particle = "large_ship_explosion_particle" }
		}
		state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 3.05 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
			event = { time = 3.05 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }
			event = { time = 3.05 node = "ship_main" particle = "ship_explosion_particle" }
			
			event = { time = 4.6 node = "ship_main" particle = "ship_explosion_particle" }
			event = { time = 4.6 node = "part1_locator" particle = "ship_burn_particle" }
			event = { time = 4.6 node = "part2_locator" particle = "ship_burn_particle" }
			
			event = { time = 0.0 particle = "large_ship_explosion_particle" }
		}
		state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 1.05 node = "part2_local_explosion_locator" particle = "ship_explosion_particle" }
			event = { time = 1.6 node = "part2_local_explosion_locator1" particle = "ship_explosion_particle" }
			event = { time = 3.4 node = "part2_local_explosion_locator2" particle = "ship_explosion_particle" }
			event = { time = 6.6 node = "part2_local_explosion_locator3" particle = "ship_explosion_particle" }
			event = { time = 6.83 node = "part2_local_explosion_locator4" particle = "ship_explosion_particle" }
			event = { time = 7.1 node = "part2_local_explosion_locator5" particle = "ship_explosion_particle" }
			event = { time = 7.5 node = "part2_local_explosion_locator6" particle = "ship_explosion_particle" }
			
			event = { time = 7.93 node = "part2_explosion_locator" particle = "large_ship_explosion_particle" }
			event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_particle" }
			event = { time = 7.93 node = "part1_locator" particle = "ship_burn_particle" }
			event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		}
		scale = 1.0
		
		game_data = {
			size = @destroyer_scale
		}
	}
	
	
	
	# BOW
	
	entity = {
		name = "zeon_01_destroyer_bow_L1_entity"
		pdxmesh = "zeon_01_destroyer_bow_L1_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_destroyer_bow_M1S2_entity"
		pdxmesh = "zeon_01_destroyer_bow_M1S2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_destroyer_bow_S3_entity"
		pdxmesh = "zeon_01_destroyer_bow_S3_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			}
		state = { name = "death" state_time = 5 }
	}
	
	
	
	# STERN
	
	entity = {
		name = "zeon_01_destroyer_stern_M1_entity"
		pdxmesh = "zeon_01_destroyer_stern_M1_mesh"
		
		default_state = "idle"
		state = { name = "idle"		state_time = 5
			event = { time = 0 node = "engine_idle_medium_01" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_idle_medium_02" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "moving"	state_time = 5
			event = { time = 0 node = "engine_idle_medium_01" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_idle_medium_02" particle = "mammalian_01_2_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_destroyer_stern_S2_entity"
		pdxmesh = "zeon_01_destroyer_stern_S2_mesh"
		
		default_state = "idle"
		state = { name = "idle"		state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "moving"	state_time = 5
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			}
		state = { name = "death" state_time = 5 }
	}
	
	
	
	##################         	 CRUISER           ########################
	
	#FRAME
	entity = {
		name = "zeon_01_cruiser_entity"
		pdxmesh = "mammalian_01_cruiser_frame_mesh"
	
	default_state = idle
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.4 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 3.4 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.4 node = "part1_locator" particle = "ship_burn_particle" }
		
		event = { time = 8.0 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.4 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.0 node = "part2_back_locator" particle = "ship_burn_particle" }
		event = { time = 3.4 node = "part2_front_locator" particle = "ship_burn_particle" }
		
		event = { time = 8.0 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 8.0 node = "part3_locator" particle = "ship_explosion_particle" }
		event = { time = 8.0 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
	
		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 5.16 node = "part1_locator" particle = "ship_explosion_particle" }
		event = { time = 5.16 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.16 node = "part1_locator" particle = "ship_burn_particle" }
		
		event = { time = 5.16 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.16 node = "part2_front_locator" particle = "ship_burn_particle" }
		
		event = { time = 11.9 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 11.9 node = "part2_back_locator" particle = "ship_burn_particle" }
		event = { time = 11.9 node = "part2_back_locator" particle = "ship_explosion_particle" }
	
		event = { time = 11.9 node = "part3_explosion_locator" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		
		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.7 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator1" particle = "ship_explosion_particle" }
	
		event = { time = 2.16 node = "explosion_locator2" particle = "ship_burn_particle" }
		event = { time = 2.16 node = "explosion_locator2" particle = "ship_explosion_particle" }
	
		event = { time = 3.9 node = "explosion_locator3" particle = "ship_burn_particle" }
		event = { time = 3.9 node = "explosion_locator3" particle = "ship_explosion_particle" }
		
		event = { time = 7.5 node = "explosion_locator4" particle = "ship_burn_particle" }
		event = { time = 7.5 node = "explosion_locator4" particle = "ship_explosion_particle" }
	
		event = { time = 4.9 node = "explosion_locator5" particle = "ship_burn_particle" }
		event = { time = 4.9 node = "explosion_locator5" particle = "ship_explosion_particle" }
	
		event = { time = 0.0 node = "root" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	
	scale = 1
	
	game_data = {
		size = @cruiser_scale
	}
}
	
	
	
	# BOW
	entity = {
		name = "zeon_01_cruiser_bow_L1_entity"
		pdxmesh = "zeon_01_cruiser_bow_L1_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}	
			state = { name = "death" state_time = 5 }			
	}
	
	entity = {
		name = "zeon_01_cruiser_bow_M1S2_entity"
		pdxmesh = "zeon_01_cruiser_bow_M1S2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 }		
	}
	
	entity = {
		name = "zeon_01_cruiser_bow_M2_entity"
		pdxmesh = "zeon_01_cruiser_bow_M2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}	
		state = { name = "death" state_time = 5 }		
	}
	
	# MID
	
	entity = {
		name = "zeon_01_cruiser_mid_S2HB_entity"
		pdxmesh = "zeon_01_cruiser_mid_S2HB_mesh"
		#TEMP LOCATOR REPLACE IN SCENE
		locator = {
			name = "strike_craft_locator_01"
			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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }	
	}
	
	
	entity = {
		name = "zeon_01_cruiser_mid_L1M1_entity"
		pdxmesh = "zeon_01_cruiser_mid_L1M1_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_cruiser_mid_M3_entity"
		pdxmesh = "zeon_01_cruiser_mid_M3_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_cruiser_mid_M2S2_entity"
		pdxmesh = "zeon_01_cruiser_mid_M2S2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}	
		state = { name = "death" state_time = 5 }		
	}
	
	
	
	# STERN
	entity = {
		name = "zeon_01_cruiser_stern_M1_entity"
		pdxmesh = "zeon_01_cruiser_stern_M1_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_03" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
			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_small_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		}
			state = { name = "death" state_time = 5 }	
	}
	
	entity = {
		name = "zeon_01_cruiser_stern_S2_entity"
		pdxmesh = "zeon_01_cruiser_stern_S2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
			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_small_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		}
			state = { name = "death" state_time = 5 }	
	}
	
	
	
	##################         	 BATTLESHIP           ########################
	
	# FRAME
	entity = {
		name = "zeon_01_battleship_entity"
		pdxmesh = "zeon_01_battleship_frame_mesh"
		
	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0 
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0 
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 9.26 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.26 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 9.26 node = "part1_locator" particle = "large_ship_explosion_particle" }
		event = { time = 7.63 node = "part1_locator" particle = "ship_explosion_particle" }
		
		event = { time = 10.26 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 10.26 node = "part2_back_locator" particle = "ship_burn_particle" }
		
		event = { time = 10.26 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 10.26 node = "part3_locator" particle = "large_ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 9.56 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.56 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 9.56 node = "part1_locator" particle = "large_ship_explosion_particle" }
		event = { time = 9.0 node = "part1_locator" particle = "ship_explosion_particle" }
		
		event = { time = 9.56 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 9.56 node = "part2_front_locator" particle = "ship_burn_particle" }
		event = { time = 14.7 node = "part2_back_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 14.7 node = "part2_back_locator" particle = "ship_burn_particle" }
		
		event = { time = 14.7 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 14.7 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 14.7 node = "part3_locator" particle = "large_ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.0 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 1.0 node = "explosion_locator1" particle = "ship_explosion_particle" }
		
		event = { time = 1.7 node = "explosion_locator2" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator2" particle = "ship_explosion_particle" }
		
		event = { time = 3.7 node = "explosion_locator3" particle = "ship_burn_particle" }
		event = { time = 3.7 node = "explosion_locator3" particle = "ship_explosion_particle" }
		
		event = { time = 6.0 node = "explosion_locator4" particle = "ship_burn_particle" }
		event = { time = 6.0 node = "explosion_locator4" particle = "ship_explosion_particle" }
		
		event = { time = 7.3 node = "explosion_locator5" particle = "ship_burn_particle" }
		event = { time = 7.3 node = "explosion_locator5" particle = "ship_explosion_particle" }
		
		event = { time = 0.0 particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}	

	scale = 1.0
	
	game_data = {
		size = @battleship_scale
	}
}
	
	
	
	# BOW
	entity = {
		name = "zeon_01_battleship_bow_L1M1S2_entity"
		pdxmesh = "zeon_01_battleship_bow_L1M1S2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }				
	}
	
	entity = {
		name = "zeon_01_battleship_bow_L1S4_entity"
		pdxmesh = "zeon_01_battleship_bow_L1S4_mesh"
		scale = 1.0
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }				
	}
	
	entity = {
		name = "zeon_01_battleship_bow_L2_entity"
		pdxmesh = "zeon_01_battleship_bow_L2_mesh"
			
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }				
	}
	
	entity = {
		name = "zeon_01_battleship_bow_M1S2SHB_entity"
		pdxmesh = "zeon_01_battleship_bow_M1S2SHB_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }
	
		
		#TEMP LOCATOR REPLACE IN SCENE
		locator = {
			name = "strike_craft_locator_01"
			rotation = { 0 0 0 }
		}	
	}
	
	entity = {
		name = "zeon_01_battleship_bow_M2S4_entity"
		pdxmesh = "zeon_01_battleship_bow_M2S4_mesh"
				
				default_state = idle
		scale = 1.0		
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }
		}
	
	entity = {
		name = "zeon_01_battleship_bow_M3S2_entity"
		pdxmesh = "zeon_01_battleship_bow_M3S2_mesh"
	
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }
	}
	
	#MID
	entity = {
		name = "zeon_01_battleship_mid_L2S4_entity"
		pdxmesh = "zeon_01_battleship_mid_L2S4_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }		
	}
	
	entity = {
		name = "zeon_01_battleship_mid_L1M4_entity"
		pdxmesh = "zeon_01_battleship_mid_L1M4_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }				
	}
	
	entity = {
		name = "zeon_01_battleship_mid_L2M2_entity"
		pdxmesh = "zeon_01_battleship_mid_L2M2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }						
	}
	
	entity = {
		name = "zeon_01_battleship_mid_L3_entity"
		pdxmesh = "zeon_01_battleship_mid_L3_mesh"
		
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }			
	}
	
	entity = {
		name = "zeon_01_battleship_mid_M4SHB_entity"
		pdxmesh = "zeon_01_battleship_mid_M4SHB_mesh"
		locator = { name = "strike_craft_locator_01" 		position = { 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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }				
	}
	
	entity = {
		name = "zeon_01_battleship_mid_S4LHB_entity"
		pdxmesh = "zeon_01_battleship_mid_S4LHB_mesh"
		locator = {
			name = "strike_craft_locator_01"
			rotation = { 0 0 0 }
		}
		locator = {
			name = "strike_craft_locator_02"
			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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }				
		
	}
	
	# STERN
	
	entity = {
		name = "zeon_01_battleship_stern_L1_entity"
		pdxmesh = "zeon_01_battleship_stern_L1_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
			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_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 }
		}
	
	entity = {
		name = "zeon_01_battleship_stern_M1S2_entity"
		pdxmesh = "zeon_01_battleship_stern_M1S2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
			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_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_battleship_stern_M2_entity"
		pdxmesh = "zeon_01_battleship_stern_m2_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
			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_medium_03" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 }
	}
	
	entity = {
		name = "zeon_01_battleship_stern_S4_entity"
		pdxmesh = "zeon_01_battleship_stern_S4_mesh"
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_0_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
			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_medium_02" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_5_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" state_time = 5 
		}
	}
	
	###################################################################################
	###																				###
	###								SMALL SHIPS										###
	###																				###
	###################################################################################

	entity = {
		name = "zeon_01_bomber_entity"	
		pdxmesh = "zeon_01_bomber_mesh"
		scale = 0.6
	}

	entity = {
		name = "zeon_01_droppod_entity"	
		pdxmesh = "zeon_01_droppod_mesh"
		scale = 0.85
	}

	entity = {
		name = "zeon_01_fighter_entity"	
		pdxmesh = "zeon_01_fighter_mesh"
		scale = 0.6
	}
	
	###################################################################################
	###																				###
	###								CIVILIAN SHIPS									###
	###																				###
	###################################################################################
	
	
	
	entity = {
		name = "zeon_01_constructor_entity"
		pdxmesh = "molluscoid_01_corvette_frame_mesh"
	
		default_state = "idle"
		state = { name = "idle"	 						animation = "idle" animation_blend_time = 0 }
		state = { name = "moving"						animation = "idle" animation_blend_time = 2 }
		state = { name = "working" 						animation = "idle" looping = no next_state = working_looping }
		state = { name = "working_looping"				animation = "idle" }
		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" }
		}
		
		game_data = {
			size = @constructor_scale
		}
	}
	
	entity = {
		name = "zeon_01_construction_ship_entity"
		pdxmesh = "zeon_01_construction_mesh"
		
		default_state = "idle"
		state = { name = "idle" 						animation = "idle"
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			
			start_event = { trigger_once = yes sound = { soundeffect = "amb_starship_hum" } }
		}
		state = { name = "moving"						animation = "idle"
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_2_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_moving_particle" trigger_once = yes keep_particle = yes }
			
			event = { trigger_once = yes sound = { soundeffect = "moving_out_construction" } }
			
			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 }
			
		}
		state = { name = "working"						animation = "working"		looping = no	next_state = working_looping 
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 = "bot_1_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = construction_progress_loop } }
			event = { time = 0 node = "bot_2_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "bot_3_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "bot_4_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		}
		state = { name = "working_looping"				animation = "working_looping"
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			
			# Bot 1 welding
			event = { time = 0 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 6.5 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 14.16 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 24.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 33.1 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 38.2 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			
			# Bot 2 welding
			event = { time = 0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 5.33 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 14.03 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 22.43 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 30.6 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 36.53 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			
			# Bot 3 welding
			event = { time = 3.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 10.4 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 24.73 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 31.5 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 38.36 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			
			# Bot 4 welding
			event = { time = 0 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 5.26 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 11.53 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 18.36 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 25.43 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			event = { time = 34.16 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			
			event = { time = 0 node = "bot_1_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "bot_2_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "bot_3_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "bot_4_exhaust" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death"						animation = "idle"	 chance = 1 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 } }
		}
		scale = 1.0
	}
	
	entity = {
		name = "zeon_01_colonizer_entity"
		pdxmesh = "molluscoid_01_corvette_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"	 						animation = "idle" animation_blend_time = 0 }
		state = { name = "moving"						animation = "idle" animation_blend_time = 2 }
		state = { name = "working" 						animation = "idle" looping = no next_state = working_looping }
		state = { name = "working_looping"				animation = "idle" }
		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" }
		}
		
		game_data = {
			size = @colonizer_scale
		}
	}
	
	entity = {
		name = "zeon_01_colony_ship_entity"
		pdxmesh = "zeon_01_colony_mesh"
				
		default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_starship_hum" } }
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_0_65_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 }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_2_0_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_small_03" particle = "mammalian_01_0_65_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	
		event = { time = 0.00 node = "colony_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.00 node = "colony_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.40 node = "colony_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.60 node = "colony_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.90 node = "colony_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.10 node = "colony_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "colony_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "colony_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.90 node = "colony_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.10 node = "colony_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }			
		}				
	scale = 1.15					
	}
		
	
	
	entity = {
		name = "zeon_01_science_entity"
		pdxmesh = "molluscoid_01_corvette_frame_mesh"
	
		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
		state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
		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" }
		}
		
		game_data = {
			size = @science_scale
		}
	}
	
	entity = {
		name = "zeon_01_science_ship_entity"
		pdxmesh = "zeon_01_science_mesh"
			
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
			
			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 }
			
			start_event = { trigger_once = yes sound = { soundeffect = "amb_starship_hum" } }
		}
		state = { name = "moving" state_time = 5
			event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
			
			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 = { trigger_once = yes sound = { soundeffect = moving_out_science } }
		
		}
		state = { name = "death" chance = 1 looping = no state_time = 10
		
			event = { time = 0.0 node = "science_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.4 node = "science_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.0 node = "science_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.6 node = "science_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.9 node = "science_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 2.1 node = "science_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 2.83 node = "science_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 3.26 node = "science_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 3.9 node = "science_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 4.1 node = "science_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		}
		scale = 0.78
	}
	
	entity = {
		name = "zeon_01_transport_entity"
		pdxmesh = "molluscoid_01_corvette_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"	 						animation = "idle" animation_blend_time = 0 }
		state = { name = "moving"						animation = "idle" animation_blend_time = 2 }
		state = { name = "working" 						animation = "idle" looping = no next_state = working_looping }
		state = { name = "working_looping"				animation = "idle" }
		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" }
		}

		game_data = {
			size = @transport_scale
		}		
	}
	
	entity = {
		name = "zeon_01_transport_ship_entity"
		pdxmesh = "zeon_01_transport_mesh"
		scale = 0.95
		
		default_state = "idle"
		state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "amb_transport_ship_hum" } }
			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 = "engine_medium_01" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_1_5_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			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 }	
		}		
		state = { name = "death" chance = 1 looping = no state_time = 10
			event = { time = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
			event = { time = 0.0 node = "transport_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.4 node = "transport_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.0 node = "transport_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.6 node = "transport_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 1.9 node = "transport_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 2.1 node = "transport_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 2.83 node = "transport_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 3.26 node = "transport_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 3.9 node = "transport_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
			event = { time = 4.1 node = "transport_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		}
	}	
	
	
	
		
		
		
	###################################################################################
	###																				###
	###									STATIONS									###
	###																				###
	###################################################################################

	entity = {
		name = "zeon_01_orbital_station_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
		locator = { name = "part1" 			position = { 0 	0 	0 } }
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	
}

	entity = {
		name = "zeon_01_orbital_station_core_entity"
		pdxmesh = "primitive_space_station_mesh"
		locator = { name = "part1" 			position = { 0 	0 	0 } }
		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 	} }
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
		
		scale = 3.0
	}

	entity = {
		name = "zeon_01_orbital_station_assemblyyard_section_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	}

	entity = {
		name = "zeon_01_orbital_station_hangarbay_section_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	}

	entity = {
		name = "zeon_01_orbital_station_refinery_section_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	}

	entity = {
		name = "zeon_01_orbital_station_science_section_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	}
	
	entity = {
		name = "zeon_01_mining_station_entity"
		pdxmesh = "zeonasteroid_entity"
		cull_radius = 1.0 
		scale = 1.5
		locator = { name = "part1" 			position = { 0 	0 	0 } }
	default_state = "idle"
	state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
		
		game_data = {
			size = @mining_station
		}
	}
	
	
	entity = {
		name = "zeon_01_terraform_station_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
		
		game_data = {
			size = @terraforming_station
		}
	}

	entity = {
		name = "zeon_01_research_station_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
		scale = 1.4
		locator = { name = "part1" 			position = { 0 	0 	0 } }
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
		
		game_data = {
			size = @research_station
		}
	}

	entity = {
		name = "zeon_01_observation_station_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
	}

	

	entity = {
		name = "zeon_01_wormhole_station_entity"
		pdxmesh = "primitive_space_station_mesh"
		cull_radius = 1.0 
	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_speed = 0.3
		start_event = { trigger_once = yes sound = { soundeffect = "amb_primitive_station_idle" } }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes }
		
		event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
	}
		
		game_data = {
			size = @research_station
		}
	}

	entity = {
		name = "zeon_01_military_station_large_entity"
		pdxmesh = "zeon_01_military_station_large_mesh"

	#	default_state = "idle"
	#	state = { name = "idle" state_time = 5
	#		start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	#	
	#		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		
	#	}
		
		scale = 1.4
		
		default_state = idle
		state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
			event = { time = 0.00 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.05 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.10 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.15 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.20 node = "light_locator_05" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.25 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.30 node = "light_locator_07" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.35 node = "light_locator_08" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.40 node = "light_locator_09" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "moving" state_time = 5
			event = { time = 0.00 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.05 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.10 node = "light_locator_03" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.15 node = "light_locator_04" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.20 node = "light_locator_05" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.25 node = "light_locator_06" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.30 node = "light_locator_07" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.35 node = "light_locator_08" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0.40 node = "light_locator_09" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }	
		}
		state = { name = "death" state_time = 5 looping = no
			event = { time = 0.0 node = "light_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "light_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "light_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 2.0 node = "light_locator_06" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 3.0 node = "light_locator_07" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 4.0 node = "light_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		
			event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
		
		game_data = {
			size = @military_station_large
		}
	}

	entity = {
		name = "zeon_01_military_station_medium_entity"
		pdxmesh = "zeon_01_military_station_medium_mesh"	
		
	#	default_state = "idle"
	#	state = { name = "idle" state_time = 5
	#		start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	#		
	#		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		
	#	}
		
		scale = 1.4
		
		default_state = idle
		state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
			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 }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 3 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 = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
	}		

	entity = {
		name = "zeon_01_military_station_small_entity"
		pdxmesh = "zeon_01_military_station_small_mesh"
		
	#	default_state = "idle"
	#	state = { name = "idle" state_time = 5
	#		start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	#		
	#		event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_03" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_04" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		event = { time = 0.0 node = "light_locator_05" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
	#		
	#	}
		
		scale = 1.4
		
		default_state = idle
		state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
			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 }
		}
		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 = 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 }
		}
		state = { name = "death" state_time = 3 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 = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
	}

	entity = {
		name = "zeon_01_military_station_section_heavy_entity"
		pdxmesh = "zeon_01_military_station_section_heavy_mesh"	
		scale = 1.0
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }		
	}
    
	entity = {
		name = "zeon_01_military_station_section_medium_entity"
		pdxmesh = "zeon_01_military_station_section_medium_mesh"	
		scale = 1.0
		
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
		}
		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 = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }			
		}
		state = { name = "death" state_time = 5 }		
	}
    
	entity = {
		name = "zeon_01_military_station_section_light_entity"
		pdxmesh = "zeon_01_military_station_section_light_mesh"	
		scale = 1.0
		
		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 = 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 }			
		}
		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 = 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 }			
		}
		state = { name = "death" state_time = 5 }	
	}

	entity = {
		name = "zeon_01_wormhole_main_entity"
		pdxmesh = "blue_white_star_icon_mesh"
		scale = 10.0
	}

	entity = {
		name = "zeon_01_outpost_station_entity"
		locator = { name = "part1" 		position = { 0 0 0 } }

		default_state = idle
		state = { name = "idle" state_time = 5
			#start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
		}
		state = { name = "moving" state_time = 5
		}
		state = { name = "death" state_time = 3 looping = no
			event = { time = 2.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes }
		}
		scale = 1.0
	}

	entity = {
		name = "zeon_01_outpost_station_section_entity"
		pdxmesh = "zeon_01_military_station_small_mesh"

		scale = 1.0
		
		default_state = idle
		state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = "amb_outpost_station_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 }
		}
		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 = 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 }
		}
		state = { name = "death" state_time = 3 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" } }
		}
	}

	##################         	 CONSTRUCTION ENTITIES           ########################

	entity = {
		name = "zeon_01_outpost_station_construction_entity"
		pdxmesh = "zeon_01_military_station_small_mesh"	
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	
		scale = 1.4
		
	}

	entity = {
		name = "zeon_01_military_station_small_construction_entity"
		pdxmesh = "zeon_01_military_station_small_mesh"	
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		
		attach = { part1	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part2	= "reptilian_01_military_station_section_heavy_entity" }
	
		scale = 1.4
		
	}
	entity = {
		name = "zeon_01_military_station_medium_construction_entity"
		pdxmesh = "zeon_01_military_station_medium_mesh"	
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		
		attach = { part1	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part2	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part3	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part4	= "reptilian_01_military_station_section_heavy_entity" }
		
		scale = 1.4
		
	}
	entity = {
		name = "zeon_01_military_station_large_construction_entity"
		pdxmesh = "zeon_01_military_station_large_mesh"	
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		
		attach = { part1	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part2	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part3	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part4	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part5	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part6	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part7	= "reptilian_01_military_station_section_heavy_entity" }
		attach = { part8	= "reptilian_01_military_station_section_heavy_entity" }
		
		scale = 1.4
	}
	
	entity = {
		name = "zeon_01_orbital_station_construction_entity"
		pdxmesh = "zeon_01_orbital_station_mesh"	
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
	entity = {
		name = "zeon_01_mining_station_construction_entity"
		pdxmesh = "zeon_01_mining_station_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		scale = 1.0
	}
	entity = {
		name = "zeon_01_research_station_construction_entity"
		pdxmesh = "zeon_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		scale = 1.0
	}
	entity = {
		name = "zeon_01_wormhole_station_construction_entity"
		pdxmesh = "zeon_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		scale = 1.0
	}
	entity = {
		name = "zeon_01_terraform_station_construction_entity"
		pdxmesh = "zeon_01_terraforming_station_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		scale = 1.0
	}
	entity = {
		name = "zeon_01_observation_station_construction_entity"
		pdxmesh = "zeon_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
		scale = 1.0
	}


		
		
		
		
	
	
	
	
	
	
	
	
	
	
			
	#		# OOOOOOOOOOOOLLD 
	#		
	#		
	#		###################################################################################
	#		###																				###
	#		###									STATIONS									###
	#		###																				###
	#		###################################################################################
	#		
	#		entity = {
	#			name = "zeon_01_spacestation_main_entity"
	#			locator = { name = "part1" 	position = { 0  0 	0 	} }
	#		}
	#		
	#		
	#		entity = {
	#			name = "zeon_01_defualt_spacestation_main_entity"
	#			pdxmesh = "temp_mil_station_mesh"	
	#		}
	#		
	#		entity = {
	#			name = "zeon_01_military_station_entity"
	#			locator = { name = "part1" 		position = { 0  0 	0 	} }
	#			scale = 2.0
	#		}
	#		
	#		entity = {
	#			name = "zeon_01_military_platform_station_entity"
	#			pdxmesh = "temp_mil_station_mesh"	
	#		}
	#		
	#		entity = {
	#			name = "zeon_01_terraform_station_main_entity"
	#			locator = { name = "part1" 	position = { 0  0 	0 	} }
	#		}
	#		
	#		entity = {
	#			name = "zeon_01_terraform_station_section_entity"
	#			pdxmesh = "test_object_mesh"
	#		}
	#		
	#		entity = {
	#			name = "zeon_01_spacestation_1_entity" # A space station with 1 module ( 0 extra modules )
	#			#pdxmesh = "test_object_mesh"
	#			locator = { name = "part1" 		position = { 0  0 	0 	} }	
	#			cull_radius = 50
	#			scale = 2.0
	#		}
	#		
	#		entity = {	name = reptilian_01_orbital_station_entity		clone = reptilian_01_spacestation_1_entity }
	#		entity = {	name = reptilian_01_research_station_entity		clone = reptilian_01_spacestation_1_entity }
	#		entity = {	name = reptilian_01_wormhole_station_entity		clone = reptilian_01_spacestation_1_entity }
	#		entity = {	name = reptilian_01_observation_station_entity	clone = reptilian_01_spacestation_1_entity }
	#		entity = {	name = reptilian_01_mining_station_entity		clone = reptilian_01_spacestation_1_entity }
	#		entity = {	name = reptilian_01_terraform_station_entity	clone = reptilian_01_spacestation_1_entity }
	#		
	#		entity = {
	#			name = "zeon_01_wormhole_main_entity"
	#			pdxmesh = "blue_white_star_icon_mesh"
	#			scale = 10.0
	#		}
	#		
	#		entity = {
	#		name = "zeon_01_observation_station_entity"
	#		pdxmesh = "zeon_01_science_station_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_mining_station_entity"
	#		pdxmesh = "zeon_01_mining_station_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_terraforming_station_entity"
	#		pdxmesh = "zeon_01_terraforming_station_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_military_station_large_entity"
	#		pdxmesh = "zeon_01_military_station_large_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_military_station_medium_entity"
	#		pdxmesh = "zeon_01_military_station_medium_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_military_station_small_entity"
	#		pdxmesh = "zeon_01_military_station_small_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_orbital_station_entity"
	#		pdxmesh = "zeon_01_orbital_station_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_orbital_station_refinery_section_entity"
	#		pdxmesh = "zeon_01_orbital_station_refinery_section_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_orbital_station_hangar_section_entity"
	#		pdxmesh = "zeon_01_orbital_station_hangar_section_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_orbital_station_assemblyyard_section_entity"
	#		pdxmesh = "zeon_01_orbital_station_assemblyyard_section_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_orbital_station_science_section_entity"
	#		pdxmesh = "zeon_01_orbital_station_science_section_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_military_station_large_test_entity"
	#		pdxmesh = "zeon_01_military_station_large_test_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_military_station_medium_test_entity"
	#		pdxmesh = "zeon_01_military_station_medium_test_mesh"
	#		scale = 1.0
	#	}
    #
	#	entity = {
	#		name = "zeon_01_military_station_small_test_entity"
	#		pdxmesh = "zeon_01_military_station_small_test_mesh"
	#		scale = 1.0
	#	}
	#		
	#	##################         	 CONSTRUCTION ENTITIES           ########################
	#		
	#		
	#	entity = {
	#		name = "zeon_01_military_station_small_construction_entity"
	#		pdxmesh = "mammalian_01_military_station_small_mesh"	
	#		
	#		attach = { part1	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part2	= "mammalian_01_military_station_section_heavy_entity" }
	#		
	#		#default_state = "idle"
	#		#state = { name = "idle" state_time = 5
	#		#	start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	#		#}
	#		
	#		scale = 1.2
	#		
	#	}
	#	entity = {
	#		name = "zeon_01_military_station_medium_construction_entity"
	#		pdxmesh = "mammalian_01_military_station_medium_mesh"	
	#		
	#		attach = { part1	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part2	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part3	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part4	= "mammalian_01_military_station_section_heavy_entity" }
	#		scale = 1.2
	#	}
	#	entity = {
	#		name = "zeon_01_military_station_large_construction_entity"
	#		pdxmesh = "mammalian_01_military_station_large_mesh"	
	#		
	#		attach = { part1	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part2	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part3	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part4	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part5	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part6	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part7	= "mammalian_01_military_station_section_heavy_entity" }
	#		attach = { part8	= "mammalian_01_military_station_section_heavy_entity" }
	#		
	#		default_state = "idle"
	#		state = { name = "idle" state_time = 5
	#			start_event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	#		}
	#		
	#		scale = 1.2
	#	}
	#	entity = {
	#		name = "zeon_01_orbital_station_construction_entity"
	#		pdxmesh = "mammalian_01_orbital_station_mesh"	
	#			default_state = "idle"
	#			state = { name = "idle" animation = "idle"
	#			start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" } }
	#			}
	#		
	#	}
	#	entity = {
	#		name = "zeon_01_mining_station_construction_entity"
	#		pdxmesh = "mammalian_01_mining_station_mesh"
	#			default_state = "idle"
	#			state = { name = "idle" animation = "idle"
	#			start_event = { trigger_once = yes sound = { soundeffect = "amb_mining_station_signals" } }
	#			}
	#		
	#		scale = 1.5
	#	}
	#	entity = {
	#		name = "zeon_01_research_station_construction_entity"
	#		pdxmesh = "zeon_01_science_station_mesh"
	#			default_state = "idle"
	#			state = { name = "idle" animation = "idle"
	#			start_event = { trigger_once = yes sound = { soundeffect = "amb_research_station_signals" } }
	#			}
	#		scale = 1.4
	#	}
	#	entity = {
	#		name = "zeon_01_wormhole_station_construction_entity"
	#		pdxmesh = "zeon_01_science_station_mesh"
	#			default_state = "idle"
	#			state = { name = "idle" animation = "idle" }
	#		scale = 1.4
	#	}
	#	entity = {
	#		name = "zeon_01_terraform_station_construction_entity"
	#		pdxmesh = "mammalian_01_terraforming_station_mesh"
	#		scale = 1.5 
	#	}
	#	entity = {
	#		name = "zeon_01_observation_station_construction_entity"
	#		pdxmesh = "zeon_01_science_station_mesh"
	#			default_state = "idle"
	#			state = { name = "idle" animation = "idle" }
	#		scale = 1.4
	#	}
    #
