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



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

entity = {
	name = "GER_CAFmp38_right_entity"
	pdxmesh = "GER_CAFmp38_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 = "GER_CAFmp38_long_idle_entity"
	pdxmesh = "GER_CAFmp38_mesh"
	scale = 1.0
}

entity = {
	name = "GER_CAFmp38_left_entity"
	pdxmesh = "GER_CAFmp38_mesh"
	scale = 1.0
}
####

entity = {
	name = "GER_CAFmp44_right_entity"
	pdxmesh = "GER_CAFmp44_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_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 = "GER_CAFmp44_long_idle_entity"
	pdxmesh = "GER_CAFmp44_mesh"
	scale = 1
}

entity = {
	name = "GER_CAFmp44_left_entity"
	pdxmesh = "GER_CAFmp44_mesh"
	scale = 1
}
###

entity = {
	name = "GER_CAFfg42_right_entity"
	pdxmesh = "GER_CAFfg42_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_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 = "GER_CAFfg42_long_idle_entity"
	pdxmesh = "GER_CAFfg42_mesh"
	scale = 1
}

entity = {
	name = "GER_CAFfg42_left_entity"
	pdxmesh = "GER_infantry_weapon_mg_mesh"
	scale = 1
}
###

entity = {
	name = "GER_CAFg41_right_entity"
	pdxmesh = "GER_CAFg41_mesh"
	scale = 1.0
}	

entity = {
	name = "GER_CAFg41_left_entity"
	pdxmesh = "GER_CAFg41_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 = 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 } }
	}
}

entity = {
	name = "GER_CAFg41_long_idle_entity"
	pdxmesh = "GER_CAFg41_mesh"
	scale = 1.0
}	



###

entity = {
	name = "GER_CAFg43_right_entity"
	pdxmesh = "GER_CAFg43_mesh"
	scale = 1.0
}	

entity = {
	name = "GER_CAFg43_left_entity"
	pdxmesh = "GER_CAFg43_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 = 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 } }
	}
}

entity = {
	name = "GER_CAFg43_long_idle_entity"
	pdxmesh = "GER_CAFg43_mesh"
	scale = 1.0
}	



	##############
	#  INFANTRY  #
	##############
	
entity = { 
	name = "GER_infantry_entity"
	pdxmesh = "GER_infantry_rifle_mesh"	
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 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 = "GER_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_rifle_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_infantry_weapon_rifle_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	
	attach = { 	name = "lighter"			Right_Hand_node_4 = "lighter_entity" }
	attach = { 	name = "cigarette1"			Right_Hand_node_2 = "cigarette_entity" }
	attach = { 	name = "cigarette_package1"	Right_Hand_node_3 = "cigarette_package_entity" }
	attach = { 	name = "cigarette_package2"	Left_Hand_node_2 = "cigarette_package_entity" }
	attach = { 	name = "cigarette2"			Root_node_1 = "cigarette_entity" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
	
	scale = 0.8	
}
entity = { 
	name = "GER_infantry_1_entity"
	pdxmesh = "GER_infantry_rifle_1_mesh"	

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 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 = "GER_CAFg41_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFg41_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFg41_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_CAFg41_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" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
	
	scale = 0.8	
}	

entity = { 
	name = "GER_infantry_2_entity"
	pdxmesh = "GER_infantry_rifle_2_mesh"	

	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.0 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 = "GER_CAFg43_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFg43_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFg43_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_CAFg43_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" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
	
	scale = 0.8	
}	

entity = { 
	name = "GER_infantry_3_entity"
	pdxmesh = "GER_infantry_mg_mesh"	

	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_mg" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle1 = "idle" } }
	state = { name = "attack"			animation = "charge_mg_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 				animation_blend_time = 0.0 animation_speed = 1.0 chance = 1
		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 = "GER_CAFmp44_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp44_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFmp44_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" }
	
		scale = 0.8	
}



##############################
##          Cavalry        ###
##############################

	entity = {
		name = "GER_infantry_rider_entity"
		pdxmesh = "GER_cavalry_0_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle2 = "defend" } }
		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 = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.0 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_CAFg41_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFg41_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_CAFg41_right_entity" }
		
							
		scale = 0.8		
	}	
	
	entity = {
		name = "GER_infantry_1_rider_entity"
		pdxmesh = "GER_cavalry_1_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		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 = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		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 = "western_european_infantry_weapon_mg_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }	
		attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }		
		
					
		scale = 0.8				
	}	
	entity = {
		name = "GER_infantry_2_rider_entity"
		pdxmesh = "GER_cavalry_2_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		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 = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		

		attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
		
		
					
		scale = 0.8				
	}	
	
	entity = {
		name = "GER_infantry_3_rider_entity"
		pdxmesh = "GER_cavalry_3_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		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 = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "GER_CAFmp44_right_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
		attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp44_left_entity" }		
		
					
		scale = 0.8				
	}

#####	
	entity = {
		name = "GER_cavalry_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"			infantry = "GER_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "GER_cavalry_rifle_combined_0_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}
	
	entity = {
		name = "GER_cavalry_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"			infantry = "GER_infantry_1_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "GER_cavalry_mg_combined_1_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}
	entity = {
		name = "GER_cavalry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"			infantry = "GER_infantry_2_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "GER_cavalry_mg_combined_2_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}
	entity = {
		name = "GER_cavalry_3_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"			infantry = "GER_infantry_3_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "GER_cavalry_mg_combined_3_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}	
	
####	
	
	
	entity = {
		name = "GER_cavalry_rifle_combined_0_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "GER_infantry_rider_entity" }
		
		scale = 0.65
	}
	

	
	entity = {
		name = "GER_cavalry_mg_combined_1_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "GER_infantry_1_rider_entity" }
		
		scale = 0.65
	}
	
	entity = {
		name = "GER_cavalry_mg_combined_2_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "GER_infantry_2_rider_entity" }
		
		scale = 0.65
	}
	
	entity = {
		name = "GER_cavalry_mg_combined_3_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "GER_infantry_3_rider_entity" }
		
		scale = 0.65
	}


	##############
	#Paratrooper #
	##############	

entity = {
	name = "GER_paratrooper_0_entity"
	pdxmesh = "GER_paratrooper_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 = "GER_CAFfg42_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFfg42_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFfg42_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" }	
		scale = 0.8				
}

entity = {
	name = "GER_paratrooper_1_entity"
	pdxmesh = "GER_paratrooper_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 = "GER_CAFfg42_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFfg42_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFfg42_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" }	
		scale = 0.8				
}



entity = {
	name = "GER_paratrooper_2_entity"
	pdxmesh = "GER_paratrooper_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 = "GER_CAFfg42_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFfg42_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFfg42_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" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
	
		scale = 0.8		
				
}	


entity = {
	name = "GER_paratrooper_3_entity"
	pdxmesh = "GER_paratrooper_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 = "GER_CAFfg42_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFfg42_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFfg42_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" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
	
		scale = 0.8		
				
}	


	##############
	#  Mountain  #
	##############		

entity = {
	name = "GER_mountaineers_0_entity"
	pdxmesh = "GER_mountaineers_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 = "western_european_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle3"	mid_back_node = "western_european_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" }	
	
		scale = 0.8		
				
}	

entity = {
	name = "GER_mountaineers_1_entity"
	pdxmesh = "GER_mountaineers_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 = "GER_CAFmp38_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }		
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp38_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFmp38_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" }	
	
		scale = 0.8		
				
}	

entity = {
	name = "GER_mountaineers_2_entity"
	pdxmesh = "GER_mountaineers_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 = "GER_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_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" }	
	
		
		scale = 0.8				
}


entity = {
	name = "GER_mountaineers_3_entity"
	pdxmesh = "GER_mountaineers_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 = "GER_CAFmp44_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp44_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFmp44_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" }	
	
		
		scale = 0.8				
}

	

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

entity = {
	name = "GER_artillery_inf_0_entity"
	pdxmesh = "GER_artillery_0_mesh"
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0
		event = { 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 = "GER_CAFg41_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFg41_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFg41_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_CAFg41_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" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
		
		scale = 0.8		
				
}	



entity = {
	name = "GER_artillery_inf_2_entity"
	pdxmesh = "GER_artillery_2_mesh"
	
	default_state = "idle"
	state = { name = "attack"			animation = "charge_rifle" 					animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
	state = { name = "attack"			animation = "charge_rifle_shoot" 			animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 1 }
	state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3  animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "move"				animation = "move" 		 		animation_blend_time = 0.3 animation_speed = 1.0
		event = { 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 = "GER_CAFg43_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFg43_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFg43_long_idle_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_CAFg43_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" }
	#attach = { 	name = "sandbag"			Root_node_1 = "sandbag_entity" }
		
		scale = 0.8		
}



###########	

entity = {
	name = "GER_artillery_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_artillery_gun_entity" }
	attach = { name = infantry			infantry = "GER_artillery_inf_0_entity" }
}


####
entity = {
	name = "GER_anti_tank_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_artillery_gun_entity" }
	attach = { name = infantry			infantry = "GER_artillery_inf_2_entity" }
}


entity = {
	name = "CAF_artillery_gun_entity"
	pdxmesh = "CAF_unit_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 
		event = { time = 0 node="muzzle" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = artillery_unit_fire_01 } } 
		event = { time = 0.3 node="smoke" particle = "artillery_cartridge_particle"  keep_particle = yes }
		event = { time = 0.0 node="left_wheel" particle = "artillery_tyre_tracks_particle"  keep_particle = yes }
		event = { time = 0.0 node="right_wheel" particle = "artillery_tyre_tracks_particle"  keep_particle = yes }
	}
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 
		event = { time = 0 node="muzzle" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = artillery_unit_fire_01 } } 
		event = { time = 0.3 node="smoke" particle = "artillery_cartridge_particle"  keep_particle = yes }
		event = { time = 0.0 node="left_wheel" particle = "artillery_tyre_tracks_particle"  keep_particle = yes }
		event = { time = 0.0 node="right_wheel" particle = "artillery_tyre_tracks_particle"  keep_particle = yes }
	}
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 
		event = { time = 0 node="muzzle" particle = "light_tank_attack_barrel_particle"  keep_particle = yes sound = { soundeffect = artillery_unit_fire_01 } } 
		event = { time = 0.3 node="smoke" particle = "artillery_cartridge_particle"  keep_particle = yes }
		event = { time = 0.0 node="left_wheel" particle = "artillery_tyre_tracks_particle"  keep_particle = yes }
		event = { time = 0.0 node="right_wheel" particle = "artillery_tyre_tracks_particle"  keep_particle = yes }
	}
	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 = 1.0
}

	
##############################
###         Vehicles       ###
##############################
	
entity = {
		name = "GER_motorized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_0_entity" }
	}
entity = {
		name = "GER_motorized_1_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_1_entity" }
	}
	entity = {
		name = "GER_motorized_2_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_2_entity" }
	}
	entity = {
		name = "GER_motorized_3_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_motorized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_3_entity" }
	}
#####		
	
	entity = {
		name = "GER_motorized_vehicle_entity"
		pdxmesh = "GER_motorized_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "idle" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0
			event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		state = { name = "defend"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			event = { time = 0 node="left_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_wheel" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		scale = 0.6			
	}
	
		
		entity = {
		name = "GER_mechanized_vehicle_entity"
		pdxmesh = "GER_mechanized_mesh"
		
		state = { name = "idle"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 		animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"				animation = "idle" 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"			animation = "move" 			animation_blend_time = 0.3 animation_speed = 1.0
			event = { time = 0 node="left_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { time = 0 node="right_tracks" particle = "tank_moving_tracks_particle"  keep_particle = no trigger_once = yes}
			event = { trigger_once = yes sound = { soundeffect = "motorized_unit_move_animation" } }
		}
		state = { name = "support_attack"	animation = "attack" 	animation_blend_time = 0.3 animation_speed = 1.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "attack"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		state = { name = "defend"			animation = "attack" animation_blend_time = 0.0 
			event = { time = 0 node="barrel" particle = "mechanized_attack_barrel_particle"  keep_particle = yes } 
			event = { sound = { soundeffect = "mechanized_units_mg_fire" } }
		}
		scale = 0.65			
	}

#####	
	entity = {
		name = "GER_mechanized_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.0 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_1_entity" }
	}
	

	entity = {
		name = "GER_mechanized_2_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.0 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_2_entity" }
	}

	entity = {
		name = "GER_mechanized_3_entity"
		pdxmesh = "motorized_frame_mesh"
		
		state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "move" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "move" 					animation_blend_time = 0.0 animation_speed = 1.0 }
		scale = 1.0
		
		attach = { 	name = "vehicle"			vehicle = "GER_mechanized_vehicle_entity" }
		attach = { 	name = "infantry"			infantry = "GER_motorized_inf_3_entity" }
	}	
	
##############	Mot Inf	


	entity = {
		name = "GER_vehicle_infantry_rifle_entity"
	pdxmesh = "GER_marine_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 = 0.3 animation_speed = 1.0 
		event = { 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 = "GER_CAFmp44_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp44_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFmp44_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" }	
		
		scale = 0.8	
				
}
	entity = {
		name = "GER_motorized_inf_0_entity"
		pdxmesh = "GER_motorized_0_mesh"	
		
		state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_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 = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no 
			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 = "western_european_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "western_european_infantry_weapon_mg_left_entity" }	
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }	
	attach = { 	name = "rifle3"	mid_back_node = "western_european_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" }
		
		scale = 0.8		
					
	}	



	entity = {
		name = "GER_motorized_inf_1_entity"
		pdxmesh = "GER_motorized_1_mesh"	
		
		state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_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 = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no 
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_CAFmp38_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }		
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp38_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFmp38_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" }
		
		scale = 0.8		
					
	}	



	entity = {
		name = "GER_motorized_inf_2_entity"
		pdxmesh = "GER_motorized_2_mesh"	
		
		state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_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 = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no 
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_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" }
		
		scale = 0.8		
					
	}	


	entity = {
		name = "GER_motorized_inf_3_entity"
		pdxmesh = "GER_motorized_3_mesh"	
		
		state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_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 = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no 
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_CAFmp44_right_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "FRA_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_CAFmp44_left_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_CAFmp44_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" }
		
		scale = 0.8		
					
	}	
	
	
	
	
	
##############	Mech Inf




	entity = {
		name = "GER_mechanized_inf_entity"
		pdxmesh = "GER_mechanized_inf_mesh"	
		
		state = { name = "attack"			animation = "charge_mg" 		animation_blend_time = 0.0  animation_speed = 1.0 looping = no next_state = "attack" chance = 2 propagate_state = { rifle2 = "idle" } }
		state = { name = "attack"			animation = "charge_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 = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "retreat" 	 		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "death"			animation = "death" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "idle"       		animation_blend_time = 0.3 animation_speed = 1.0 chance = 15 looping = no }
		state = { name = "idle"				animation = "long_idle02" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle03" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no 
			event = { time = 0 node="head" particle = "cigarette_smoke_particle"  keep_particle = yes }
		}
		state = { name = "idle"				animation = "long_idle04" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "idle"				animation = "long_idle05" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
	attach = { 	name = "rifle1"	Right_Hand_node = "GER_infantry_weapon_mg_right_entity" }	
	attach = { 	name = "rifle2"	Left_Hand_node = "GER_infantry_weapon_mg_left_entity" }
	attach = { 	name = "rifle4"	Root_node_2 = "GER_infantry_weapon_rifle_right_entity" }
	attach = { 	name = "rifle3"	mid_back_node = "GER_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" }
		
		scale = 0.8		
					
	}	

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