[Thing Template=AAUnitGBRProne]
{
	IDS = gbr_paratrooper_co
	name = "#gbr_paratrooper_co_name"
	editor_name = "#gbr_paratrooper_co_editor_name"
	
	[Stance template = StanceFalling]
	
	[View]
	{
		resource_prefix = GBRParatrooperCO/GBRParatrooperCO
		portrait_ids = gbr_infantry_co_portrait	

		[Aspect Template=AspectFalling]
		
		[TextureSearchPath]
		{
			path = /effects/parachute/GBR
		}

		[WhenCreated Template=FXC_Equipment]
		action = UNHIDE
		location = rhand
		equipment_type_ids = rifle
	}

	[BodyComponent]
	health = 60
	defense = 1

	[CharacterComponent Template=AAInfantrySMGCharacterComponent]
	
	[ElementComponent]
	
	[MoverComponent]
	speed_max = 0.75
	
	[PropertiesComponent]
	{
		[Property]
		property_IDS = captain
		
		[Property]
		property_IDS = combat_unit
	}
	
	[PerformerComponent]
	{
		
		[Ability Template=AAGunLocal]
		{								
			[AbilityDefinition Template=AAInfantrySMG]
			{
				name = "#gbr_paratrooper_co_AbilityDefinition_name"
				recharge_time = 2
				range = 3
				
				[Effect Template=PierceDamageEffect]
				amount = 60

				[WhenDo template=FXC_PlaySFX]
				audio_ids = jpn_mg_light
			}
		}

		[Ability Template=AAGrenadeLocal]
		{		
			[AbilityDefinition Template=AAThrownGrenade]
			{
				name = "#gbr_infantry_AbilityDefinition_name_2"
				projectile_ids = grenade01
				
				[Effect Template=BlastDamageEffect]
				amount = 60
			}
		}
	}
	
	[WhenLeave Template=FXC_CreateVFX]
	{
		vfx_ids = parachute_close_gbr
		actor_state = falling
		location = neck
	}
}