########Do not use my models or skins without my express permission chris@our-world.org####



	##############
	#  WEAPONS   #
	##############	

#PPSH drum
entity = {
	name = "SOV_infantry_weapon_mg_left_entity"
	pdxmesh = "SOV_infantry_weapon_mg_mesh"
	scale = 1.0
}

entity = {
	name = "SOV_infantry_weapon_mg_right_entity"
	pdxmesh = "SOV_infantry_weapon_mg_mesh"
	scale = 1.0
	
	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}
	
	state = { name = "attack"	animation = "attack" 
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes } 
	}
	
	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes } 
	}
	
	state = { 
	name = "support_attack"	animation = "support_attack" 
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}

entity = {
	name = "SOV_infantry_weapon_mg_long_idle_entity"
	pdxmesh = "SOV_infantry_weapon_mg_mesh"
	scale = 1.0
}

#Nagant

entity = {
	name = "PRC_infantry_weapon_rifle_right_entity"
	pdxmesh = "PRC_infantry_weapon_rifle_mesh"
	scale = 1
}

entity = {
	name = "PRC_infantry_weapon_rifle_long_idle_entity"
	pdxmesh = "PRC_infantry_weapon_rifle_mesh"
	scale = 1
}	

entity = {
	name = "PRC_infantry_weapon_rifle_left_entity"
	pdxmesh = "PRC_infantry_weapon_rifle_mesh"
	scale = 1
	
get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}
	
	state = { 
	name = "attack"	animation = "attack" 
	event = { time = 1.15 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } }
	event = { time = 2.2 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}
	
	state = { 
	name = "defend"
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } } 
	event = { time = 1.2 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}
	
	state = { 
	name = "support_attack"	animation = "support_attack" 
	event = { time = 0 node="muzzle" particle = "rifle_muzzle_particle"  keep_particle = yes light = "muzzle_flash" sound = { soundeffect = infantry_rifle_attack } } 
	event = { time = 1.2 node="cartridge" particle = "rifle_cartridge_particle"  keep_particle = yes sound = { soundeffect = infantry_rifle_cartridge } }
	}

}


#PPSH41

entity = {
	name = "PRC_infantry_weapon_mg_left_entity"
	pdxmesh = "PRC_infantry_weapon_mg_mesh"
	scale = 1.0
}

entity = {
	name = "PRC_infantry_weapon_mg_long_idle_entity"
	pdxmesh = "PRC_infantry_weapon_mg_mesh"
	scale = 1.0
}

entity = {
	name = "PRC_infantry_weapon_mg_right_entity"
	pdxmesh = "PRC_infantry_weapon_mg_mesh"
	scale = 1
	
	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}
	
	state = { name = "attack"	animation = "attack" 
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes } 
	}
	
	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes } 
	}
	
	state = { 
	name = "support_attack"	animation = "support_attack" 
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_support_attack } } 
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_support_attack } } 
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}

#Mauser


entity = {
	name = "XSM_infantry_weapon_mg_left_entity"
	pdxmesh = "XSM_infantry_weapon_mg_mesh"
	scale = 1.0
}	

entity = {
	name = "XSM_infantry_weapon_mg_right_entity"
	pdxmesh = "XSM_infantry_weapon_mg_mesh"
	scale = 1.0
	
	get_state_from_parent = yes
	default_state = "idle"
	state = { name = "idle" }
	state = { name = "move"	}
	
	state = { name = "attack"	animation = "attack" 
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0.5 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0.5 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes } 
	}
	
	state = { name = "defend"
		event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes   light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
		event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes } 
	}
	
	state = { 
	name = "support_attack"	animation = "support_attack" 
	event = { time = 0 node="muzzle" particle = "mg_muzzle_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
	event = { time = 0 node="muzzle" particle = "mg_muzzle_smoke_particle"  keep_particle = yes light = "mg_muzzle_flash" sound = { soundeffect = infantry_mg_attack } } 
	event = { time = 0 node="cartridge" particle = "mg_cartridge_particle"  keep_particle = yes }
	}
}

entity = {
	name = "XSM_infantry_weapon_mg_long_idle_entity"
	pdxmesh = "XSM_infantry_weapon_mg_mesh"
	scale = 1.0
}	





	##############
	#  --NKVD--  #
	##############
	
	




	
#0

entity = {
	name = "SOV_NKVD_infantry_0_entity"
	pdxmesh = "CAF_SOV_NKVD_rifle_0_mesh"
	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	
			
	attach = { 	name = "rifle1"	Right_Hand_node = "XSM_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "XSM_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "XSM_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }	
	state = {
	name = "death"	animation = "death"
	event = { time = 0 node="head" particle = "blood_particle"  keep_particle = yes }
	}
	
	scale = 0.8			
}	


entity = {
	clone = "SOV_NKVD_infantry_0_entity"
	pdxmesh = "CAF_SOV_NKVD_rifle_0_desert_mesh"
	name = "SOV_NKVD_infantry_0_entity_desert"

	attach = { 	name = "rifle1"	Right_Hand_node = "XSM_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "XSM_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "XSM_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
}
entity = {
	clone = "SOV_NKVD_infantry_0_entity"
	pdxmesh = "CAF_SOV_NKVD_rifle_0_snow_mesh"
	name = "SOV_NKVD_infantry_0_entity_snow"

	attach = { 	name = "rifle1"	Right_Hand_node = "XSM_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "XSM_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "XSM_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
}


#1


entity = {
	name = "SOV_NKVD_infantry_1_entity"
	pdxmesh = "CAF_SOV_NKVD_rifle_1_mesh"
	
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	
			
	attach = { 	name = "rifle1"	Right_Hand_node = "XSM_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "XSM_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "XSM_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }	
	state = {
	name = "death"	animation = "death"
	event = { time = 0 node="head" particle = "blood_particle"  keep_particle = yes }
	}
	
	scale = 0.8			
}	

entity = {
	clone = "SOV_NKVD_infantry_1_entity"
	pdxmesh = "CAF_SOV_NKVD_rifle_1_desert_mesh"
	name = "SOV_NKVD_infantry_1_entity_desert"
	
	attach = { 	name = "rifle1"	Right_Hand_node = "XSM_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "XSM_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "XSM_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
}
entity = {
	clone = "SOV_NKVD_infantry_1_entity"
	pdxmesh = "CAF_SOV_NKVD_rifle_1_snow_mesh"
	name = "SOV_NKVD_infantry_1_entity_snow"
	
	attach = { 	name = "rifle1"	Right_Hand_node = "XSM_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "XSM_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "XSM_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
}



#2


entity = {
	name = "SOV_NKVD_infantry_2_entity"
	pdxmesh = "CAF_SOV_NKVD_mg_2_mesh"
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 		 		animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"        animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05" animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
			
	attach = { 	name = "rifle1"	Right_Hand_node = "PRC_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "PRC_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "PRC_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	state = {
	name = "death"	animation = "death"
	event = { time = 0 node="head" particle = "blood_particle"  keep_particle = yes }
	}
	
	scale = 0.8		
}	
entity = {
	clone = "SOV_NKVD_infantry_2_entity"
	pdxmesh = "CAF_SOV_NKVD_mg_2_desert_mesh"
	name = "SOV_NKVD_infantry_2_entity_desert"			
	attach = { 	name = "rifle1"	Right_Hand_node = "PRC_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "PRC_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "PRC_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

}
entity = {
	clone = "SOV_NKVD_infantry_2_entity"
	pdxmesh = "CAF_SOV_NKVD_mg_2_snow_mesh"
	name = "SOV_NKVD_infantry_2_entity_snow"			
	attach = { 	name = "rifle1"	Right_Hand_node = "PRC_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "PRC_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "PRC_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "PRC_infantry_weapon_mg_long_idle_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

}



#3


entity = {
	name = "SOV_NKVD_infantry_3_entity"
	pdxmesh = "CAF_SOV_NKVD_mg_3_mesh"
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "move"				animation = "march_move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		event = { trigger_once = yes sound = { soundeffect = "infantry_move_animation" } }
	}
	state = { name = "retreat"			animation = "retreat" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
	state = { name = "idle"				animation = "long_idle02"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle03"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no propagate_state = { lighter = "smoke" }
		event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
	}
	state = { name = "idle"				animation = "long_idle04"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "idle"				animation = "long_idle05"		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
	state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
	state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

			
	
	attach = { 	name = "rifle1"	Right_Hand_node = "SOV_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "SOV_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "SOV_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "SOV_infantry_weapon_rifle_right_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

	state = {
	name = "death"	animation = "death"
	event = { time = 0 node="head" particle = "blood_particle"  keep_particle = yes }
	}
	
	scale = 0.8		
}	
entity = {
	clone = "SOV_NKVD_infantry_3_entity"
	pdxmesh = "CAF_SOV_NKVD_mg_3_desert_mesh"
	name = "SOV_NKVD_infantry_3_entity_desert"		
	
	attach = { 	name = "rifle1"	Right_Hand_node = "SOV_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "SOV_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "SOV_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "SOV_infantry_weapon_rifle_right_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

}
entity = {
	clone = "SOV_NKVD_infantry_3_entity"
	pdxmesh = "CAF_SOV_NKVD_mg_3_snow_mesh"
	name = "SOV_NKVD_infantry_3_entity_snow"
		
	attach = { 	name = "rifle1"	Right_Hand_node = "SOV_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "SOV_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "SOV_infantry_weapon_mg_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "SOV_infantry_weapon_rifle_right_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }

}



	##############
	# Artillery  #
	##############	


entity = {
	name = "CAF_88aagun_entity"
	pdxmesh = "CAF_88aagun_mesh"
	
	locator = { name = "damage_locator_01"	position = { 0.8 0.0 -0.4 } }
	locator = { name = "damage_locator_02"	position = { -0.4 1.5 -0.7 } }
		
	default_state = "idle"
	state = { name = "idle"			animation = "idle" 			animation_blend_time = 0.3 animation_speed = 1  time_offset = {0.0 1.0}}
	state = { name = "combat_idle" 	animation = "combat_idle" 		animation_blend_time = 0.3 animation_speed = 1 }
	state = { name = "attack" 		animation = "attack" 			animation_blend_time = 0.0 animation_speed = 1 
		event = { time = 0.00 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 2.00 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 4.00 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 6.00 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 8.00 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		
		event = { time = 11.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 13.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 15.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 17.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 19.6 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		
		event = { time = 23.3 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 25.3 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 27.3 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 29.3 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 31.3 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		
		event = { time = 35.0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 37.0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 39.0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 41.0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
		event = { time = 43.0 node="barrel" particle = "light_tank_attack_barrel_particle"  keep_particle = yes }
	}
	state = { name = "damaged" 		animation = "idle"		animation_blend_time = 0.0	animation_speed = 1.0
		event = { time = 0.1 node="damage_locator_01" particle = "building_damaged_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0.1 node="damage_locator_02" particle = "building_damaged_particle" keep_particle = yes trigger_once = yes }
	}
}





entity = {
	name = "SOV_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1

	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "SOV_NKVD_infantry_2_entity" }	
}


entity = {
	name = "SOV_SOV_guard_infantry_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "SOV_NKVD_infantry_3_entity" }
}


entity = {
	name = "SOV_guard_infantry_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "SOV_infantry_2_entity" }
}




########Do not use my models or skins without my express permission chris@our-world.org####