[Thing Template=AAUnitGBRVehicleLightTank]
{
	;;IDS = usa_tank_m5
	IDS = usa_tank_m5
	name = "#usa_tank_m5_name"
	editor_name = "#usa_tank_m5_editor_name"

	[BodyComponent]
	{
		health = 500
		defense = 500
	}

	[ElementComponent]
	{
		required_structures = usa_motor_pool	
	}

	[MoverComponent]
	{
		speed_max = 6.0
		acceleration = 2.5
				
		[WhenStartMoving template=FXC_CreateVFX]
		{
			VFX_IDS = start_exhaust_01
			location = exhaust_point_01	
	  	}
	  	
	  	[WhenStartMoving template=FXC_CreateVFX]
		{
			VFX_IDS = start_exhaust_01
			location = exhaust_point_02	
	  	}
	}
	
	[PerformerComponent]
	{
		check_damage_resistance = true

		[Ability template=AATurretAttackLocal]
		{
			
			[AbilityDefinition Template=AALightTankGun]
			{				
				name = "#usa_tank_m5_AbilityDefinition_name"
				recharge_time = 6
				area = 1
				range = 20
				
				[WhenDo Template=FXC_PlayObjectAnimation]
				object_animation_IDS = Recoil1
				
				[Effect Template=APDamageEffect]
				amount = 500

				[Effect Template=AddDamageEffect]
				damage_type_IDS = gunfire
				targets = infantry
				amount = 5

				
				[WhenDo template=FXC_PlaySFX]
				audio_ids = usa_cannon_light
			}
		}
	}

	[PropertiesComponent]
	{
		[Property]
		property_IDS = front

		[Property]
		property_IDS = captain
		
		[Property]
		property_IDS = support
		
		[Property]
		property_IDS = combat_unit
	}
	
	[View]
	{
		resource_prefix = USATankM5/USATankM5
		
		[AspectNormal]
		{						
			[Animation Template=ObjectAnimationCustomPlay]
			ids = Recoil1
			length = 1
			kf = USATankM5/USATankM5Recoil1.kf
		}
	}
}
