#			! INFORMATION !
#
#			Artillery uses three parts: 
#				A frame consisting of an empty scene with 3 joints,
#				2 of which are called "infantry" and "artillery".
#				An artillery gun which is the same for all nationalities.
#				A regular infantry unit.
#				
#			The artillery gun and infantry unit attaches to the different joints on the frame (artillery and infantry) and it will use
#			a certain infantry unit depending on what country specific artillery entity it is attached to.
#
#			Artillery gun animations can be found at: models/buildings/animation.asset
#			Artillery gun and frame meshes can be found at: models/buildings/buildings.gfx
#			Infantry entities can be found at: gfx/entities/units_infantry.asset


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

# This is the generic artillery/infantry entity (no country specific).

entity = {
	name = "Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "infantry_entity" }
}


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

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

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


##########################
# ENGLAND / COMMONWEALTH #
##########################
entity = {
	name = "commonwealth_gfx_Gar_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "commonwealth_gfx_infantry_entity" }
}

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

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

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


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

entity = {
	name = "JAP_Gar_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
		event = { sound = { soundeffect = artillery_unit_fire_01 } }
	}
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
		event = { sound = { soundeffect = artillery_unit_fire_01 } }
	}
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "JAP_infantry_entity" }
}

entity = {
	name = "artillery_gun_entity"
	pdxmesh = "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
}

####################################################### FINLAND ###########################################################

##########################################################################################
### DEFAULT INFANTRY - M36 Tunic + M40 Helmet - all acclimatization versions    ##########
##########################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "Gar_troops_entity_snow"
	pdxmesh = "frame_artillery_mesh"
		
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "Gar_troops_entity_desert"
	pdxmesh = "frame_artillery_mesh"
		
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_entity_desert" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_entity_snow"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity #Note: It is necessary to have this line (even if we are cloning, otherwise it falls back to artillery gun)
	attach = { name = infantry			infantry = "FIN_infantry_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_entity_desert"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_entity_desert" }
}


#TODO_Manu: Not working. AA 3D entity SEEMS TO NOT BE HOOKED-IN BY CODE
entity = {
	name = "FIN_CAF_88aagun_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_entity" }
}



#######################################################################################
##### ALT 0 INFANTRY - M36 Tunic + Ushanka - all acclimatization versions    ##########
#######################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_0_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_0_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_0_entity_snow"
	pdxmesh = "frame_artillery_mesh"
		
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_0_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_0_entity_desert"
	pdxmesh = "frame_artillery_mesh"
		
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_0_entity_desert" }
}


entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_0_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_alt_0_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_0_entity_snow"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity #Note: It is necessary to have this line (even if we are cloning, otherwise it falls back to artillery gun)
	attach = { name = infantry			infantry = "FIN_infantry_alt_0_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_0_entity_desert"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_alt_0_entity_desert" }
}



#######################################################################################
##### ALT 1 INFANTRY - M36 Tunic + M36 Cap - all acclimatization versions    ##########
#######################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_1_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_1_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_1_entity_snow"
	pdxmesh = "frame_artillery_mesh"
		
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_1_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_1_entity_desert"
	pdxmesh = "frame_artillery_mesh"
		
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_1_entity_desert" }
}


entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_1_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_alt_1_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_1_entity_snow"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity #Note: It is necessary to have this line (even if we are cloning, otherwise it falls back to artillery gun)
	attach = { name = infantry			infantry = "FIN_infantry_alt_1_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_1_entity_desert"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_alt_1_entity_desert" }
}

#######################################################################################
##### 						INFANTRY ALT 2 - SKI UNIT    						 ######
#######################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_2_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_snowman_entity" } #Snowman is FIN_infantry_alt_2 but without reindeer
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_2_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_snowman_entity" } #Snowman is FIN_infantry_alt_2 but without reindeer
}

#######################################################################################
##### 						SNOW ALT 2 - SKI UNIT    							 ######
#######################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_2_entity_snow"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_2_entity_snow" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_2_entity_snow"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_alt_2_entity_snow" }
}

#######################################################################################
##### 						DESERT ALT 2 - SKI UNIT    							 ######
#######################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_2_entity_desert"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_infantry_alt_2_entity_desert" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_2_entity_desert"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_infantry_alt_2_entity_desert" }
}

#######################################################################################
##### 								FINNISH MARINE    							 ######
#######################################################################################

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_artillery_alt_3_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "artillery_gun_entity" }
	attach = { name = infantry			infantry = "FIN_marine_entity" }
}

entity = {
	clone = "Gar_troops_entity"
	name = "FIN_Gar_AA_troops_alt_3_entity"
	pdxmesh = "frame_artillery_mesh"
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" } #TODO_Manu: Gar_AA_troops_gun_entity
	attach = { name = infantry			infantry = "FIN_marine_entity" }
}

#######################################################################################
##### 								ANTI_AIR									 ######
#######################################################################################
#######################################################################################
##### 								ANTI_AIR									 ######
#######################################################################################
#######################################################################################
##### 								ANTI_AIR									 ######
#######################################################################################
entity = {
	name = "ROM_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "ROM_infantry_entity" }
}

entity = {
	name = "southamerican_gfx_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "southamerican_gfx_infantry_entity" }
}


##########################
# ENGLAND / COMMONWEALTH #
##########################
entity = {
	name = "commonwealth_gfx_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "commonwealth_gfx_infantry_entity" }
}

entity = {
	name = "FRA_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "FRA_infantry_entity" }
}

entity = {
	name = "GER_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "GER_infantry_entity" }
}

entity = {
	name = "ITA_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "ITA_infantry_entity" }
}



entity = {
	name = "USA_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "USA_infantry_entity" }
}

entity = {
	name = "JAP_Gar_AA_troops_entity"
	pdxmesh = "frame_artillery_mesh"
	
	default_state = "idle"
	state = { name = "idle"				animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "idle" 	 				animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "training"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "death"			animation = "idle" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "support_attack"	animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" } }
	state = { name = "attack"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
		event = { sound = { soundeffect = artillery_unit_fire_01 } }
	}
	state = { name = "defend"			animation = "attack" 					animation_blend_time = 0.0 animation_speed = 1.0 propagate_state = { infantry = "idle" }
		event = { sound = { soundeffect = artillery_unit_fire_01 } }
	}
	state = { name = "move"				animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	state = { name = "retreat"			animation = "move" 					animation_blend_time = 0.3 animation_speed = 1.0 }
	
	scale = 1
	
	attach = { name = artillery			artillery = "CAF_88aagun_entity" }
	attach = { name = infantry			infantry = "JAP_infantry_entity" }
}





