//Generated 22 Oct 2007 - 22:34:29

AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib A
	Mass = 57.66

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib B
	Mass = 70.01

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -10
		Y = -8
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib C
	Mass = 9.91

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib D
	Mass = 11.41

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -3
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib E
	Mass = 37.44

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibE.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -9
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib F
	Mass = 34.75

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibF.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -8
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib G
	Mass = 83.40

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibG.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -11
		Y = -8
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Dummy Turret Large Gib H
	Mass = 52.75

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeGibH.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -8
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = Attachable
	PresetName = Dummy Turret Large A
	Mass = 162.81

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -11
		Y = -12
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 350
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 10
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Medium D
		Offset = Vector
			X = -6
			Y = 3.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Medium E
		Offset = Vector
			X = 3
			Y = 3.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Medium F
		Offset = Vector
			X = 6
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Large H
		Offset = Vector
			X = -4
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -3
			Y = 7.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = 3
			Y = 4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = 1
			Y = -9.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -10
			Y = 5.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib A
		Offset = Vector
			X = -5
			Y = -5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 4
			Y = 7.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 5
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -7
			Y = 5.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -6
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -2
			Y = -6.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -6
			Y = 8.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib B
		Offset = Vector
			X = 3
			Y = -3
	GibImpulseLimit = 2200
	GibWoundLimit = 10
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Dummy Turret Large B
	Mass = 70.01

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -9
		Y = -10
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Leaking Machinery Light
	ExitWound = AEmitter
		CopyOf = Leaking Machinery Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 350
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 10
	DrawAfterParent = 1
	PresetName = Dummy Turret Large B
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib C
		Offset = Vector
			X = 5.5
			Y = 0.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib E
		Offset = Vector
			X = 0
			Y = -5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib D
		Offset = Vector
			X = -3
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Offset = Vector
			X = 0.5
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Offset = Vector
			X = 1.5
			Y = 0.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Offset = Vector
			X = 3.5
			Y = 3.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Offset = Vector
			X = 5.5
			Y = -4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -8.5
			Y = 0.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Tiny A
		Offset = Vector
			X = 1.5
			Y = -4.5
	GibImpulseLimit = 2200
	GibWoundLimit = 10
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Dummy Turret Large C
	Mass = 217.72

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -12
		Y = -18
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Leaking Machinery Light
	ExitWound = AEmitter
		CopyOf = Leaking Machinery Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 350
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 10
	DrawAfterParent = 1
	GibImpulseLimit = 2200
	GibWoundLimit = 20
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Dummy Turret Large D
	Mass = 24.72

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -10
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 350
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -3
		Y = 7
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small B
		Offset = Vector
			X = -1
			Y = -8
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small E
		Offset = Vector
			X = -1
			Y = 4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small F
		Offset = Vector
			X = -2
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small G
		Offset = Vector
			X = -2
			Y = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -1
			Y = -7
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 0
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 0
			Y = -9
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 0
			Y = -7
	GibImpulseLimit = 2200
	GibWoundLimit = 10
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Dummy Turret Large E
	Mass = 5.79

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeE.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -3
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Leaking Machinery Light
	ExitWound = AEmitter
		CopyOf = Leaking Machinery Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 350
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 10
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -3
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small D
		Offset = Vector
			X = 0
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -2
			Y = 2
	GibImpulseLimit = 2200
	GibWoundLimit = 8
//	GibSound = Sound
//		CopyOf = Bone Crack


AddDevice = HDFirearm
	PresetName = Dreadnought MG
	Mass = 10
	HitsMOs = 0
	GetsHitByMOs = 1
	Buyable = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeE.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -3
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	GoldValue = 20
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 80
	JointStiffness = 0.5
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 0
	ParentOffset = Vector
		X = 10
		Y = -1
	StanceOffset = Vector
		X = 0
		Y = 0
	SharpStanceOffset = Vector
		X = 0
		Y = 0
	SupportOffset = Vector
		X = 0
		Y = 0
	SharpLength = 165
	Magazine = Magazine
		PresetName = Magazine Dreadnought MG
		Mass = 2
		HitsMOs = 0
		GetsHitByMOs = 0
		SpriteFile = ContentFile
			FilePath = Base.rte/Null.bmp
		FrameCount = 1
		SpriteOffset = Vector
			X = -1
			Y = -1
		EntryWound = AEmitter
			CopyOf = Dent Metal Light
		ExitWound = AEmitter
			CopyOf = Dent Metal Light
		AtomGroup = AtomGroup
			PresetName = Atom Group Null
			AutoGenerate = 1
			Material = Material
				CopyOf = Air
			Resolution = 0
			Depth = 0
		DeepGroup = AtomGroup
			PresetName = Atom Group Null
			AutoGenerate = 1
			Material = Material
				CopyOf = Air
			Resolution = 0
			Depth = 0
		DeepCheck = 0
		JointStrength = 200
		JointStiffness = 1
		JointOffset = Vector
			X = 0
			Y = 0
		DrawAfterParent = 0
		RoundCount = 100
		RTTRatio = 4
		RegularRound = Round
			CopyOf = Round SMG
		TracerRound = Round
			CopyOf = Round SMG Tracer
		Discardable = 0
		ParentOffset = Vector
			X = 2
			Y = 1
	Flash = Attachable
		CopyOf = Muzzle Flash SMG
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/SMGs/M1601.wav
		AddSample = ContentFile
			FilePath = Base.rte/Devices/SMGs/M1602.wav
		AddSample = ContentFile
			FilePath = Base.rte/Devices/SMGs/M1603.wav
		AddSample = ContentFile
			FilePath = Base.rte/Devices/SMGs/M1604.wav
		AddSample = ContentFile
			FilePath = Base.rte/Devices/SMGs/M1605.wav
		AddSample = ContentFile
			FilePath = Base.rte/Devices/SMGs/M1606.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire = 950
	ReloadTime = 2500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 20
	SharpShakeRange = 5
	NoSupportFactor = 1
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 6
		Y = 0
	EjectionOffset = Vector
		X = -5
		Y = 4
	GibImpulseLimit = 0.1
	GibWoundLimit = 8
//	GibSound = Sound
//		CopyOf = Bone Crack


AddActor = Turret
	PresetName = Dummy Turret Large
	Mass = 200
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -12
		Y = -18
	EntryWound = AEmitter
		CopyOf = Leaking Machinery Light
	ExitWound = AEmitter
		CopyOf = Leaking Machinery Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 900
	JointStiffness = 0.9
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 10
	DrawAfterParent = 1
	MountedMO = HDFirearm
		CopyOf = Dreadnought MG
		ParentOffset = Vector
			X = 8
			Y = -2
	AddAttachable = Attachable
		CopyOf = Dummy Turret Large B
		ParentOffset = Vector
			X = 0
			Y = -3
	AddAttachable = Attachable
		CopyOf = Dummy Turret Large A
		ParentOffset = Vector
			X = 0
			Y = -3
	AddAttachable = Attachable
		CopyOf = Dummy Turret Large D
		ParentOffset = Vector
			X = 6
			Y = 8
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small H
		Offset = Vector
			X = -4
			Y = -4.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small A
		Offset = Vector
			X = 3.5
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small A
		Offset = Vector
			X = 4.5
			Y = 3.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small A
		Offset = Vector
			X = -2.5
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Offset = Vector
			X = 6
			Y = -6.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Offset = Vector
			X = -5
			Y = -5.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib H
		Offset = Vector
			X = -5
			Y = 3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib F
		Offset = Vector
			X = 1
			Y = -11
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib G
		Offset = Vector
			X = 4
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Turret Large Gib C
		Offset = Vector
			X = 5
			Y = 3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small A
		Offset = Vector
			X = 1
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small D
		Offset = Vector
			X = 2
			Y = 7
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small D
		Offset = Vector
			X = 2
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -3.5
			Y = -4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = 0.5
			Y = 6.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = 0.5
			Y = -0.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Tiny A
		Offset = Vector
			X = 5.5
			Y = -5.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Offset = Vector
			X = -2.5
			Y = 6.5
	GibImpulseLimit = 2200
	GibWoundLimit = 16
//	GibSound = Sound
//		CopyOf = Bone Crack


AddActor = Leg
	PresetName = Dummy Crab Leg FG
	Mass = 8
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/LegFGMediumA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 220
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -2
		Y = 6
	DrawAfterParent = 0
	ExtendedOffset = Vector
		X = 8
		Y = -10
	ContractedOffset = Vector
		X = 4
		Y = 0
	IdleOffset = Vector
		X = 4
		Y = 4
	MoveSpeed = 0.4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small A
		Offset = Vector
			X = -3
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small C
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -5
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -3
			Y = -4
	GibImpulseLimit = 2200
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Bone Crack

AddActor = Leg
	CopyOf = Dummy Crab Leg FG
	PresetName = Dummy Crab Leg BG
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/LegBGMediumA.bmp
	FrameCount = 5

AddActor = AtomGroup
	PresetName = CrabFootGroup
	AutoGenerate = 0
	AddAtom = Atom
		Offset = Vector
			X = -3
			Y = 2
		Material = Material
			CopyOf = Rubber
		TrailLength = 0
	AddAtom = Atom
		Offset = Vector
			X = -3
			Y = 1
		Material = Material
			CopyOf = Rubber
		TrailLength = 0
	AddAtom = Atom
		Offset = Vector
			X = -3
			Y = 0
		Material = Material
			CopyOf = Rubber
		TrailLength = 0
	AddAtom = Atom
		Offset = Vector
			X = -2
			Y = 0
		Material = Material
			CopyOf = Rubber
		TrailLength = 0
	AddAtom = Atom
		Offset = Vector
			X = -1
			Y = 0
		Material = Material
			CopyOf = Rubber
		TrailLength = 0
	AddAtom = Atom
		Material = Material
			CopyOf = Rubber
		TrailLength = 0
	JointOffset = Vector
		X = -2
		Y = 2

AddActor = ACrab
	PresetName = Dreadnought
	Description = Armored tank on 4 legs.  Armed with a machine gun and covered with multiple layers of armor.
	AddToGroup = Actors
	Mass = 21.71
	GoldValue = 200
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dreadnought/MountMobileA.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -6
		Y = -6
	EntryWound = AEmitter
		CopyOf = Leaking Machinery Light
	ExitWound = AEmitter
		CopyOf = Leaking Machinery Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Bone Crack
	PainSound = Sound
		CopyOf = Bone Crack
	DeathSound = Sound
		CopyOf = Bone Crack
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 2100
	AimAngle = 0
	AimRange = 0.5
	AimDistance = 30
	CharHeight = 110
	Turret = Turret
		CopyOf = Dummy Turret Large
		ParentOffset = Vector
			X = 0
			Y = -5
	LFGLeg = Leg
		CopyOf = Dummy Crab Leg FG
//		CopyOf = Dummy Leg FG A
		ParentOffset = Vector
			X = -5
			Y = 1
	LBGLeg = Leg
		CopyOf = Dummy Crab Leg BG
//		CopyOf = Dummy Leg BG A
		ParentOffset = Vector
			X = -5
			Y = 1
	RFGLeg = Leg
		CopyOf = Dummy Crab Leg FG
//		CopyOf = Dummy Leg FG A
		ParentOffset = Vector
			X = 5
			Y = 1
	RBGLeg = Leg
		CopyOf = Dummy Crab Leg BG
//		CopyOf = Dummy Leg BG A
		ParentOffset = Vector
			X = 5
			Y = 1
	LFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	RFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	StrideSound = Sound
		CopyOf = Robot Stride
	LStandLimbPath = LimbPath
		PresetName = Dummy Crab Stand Path Left
		StartOffset = Vector
			X = -6
			Y = 6
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 1800
	LWalkLimbPath = LimbPath
		PresetName = Dummy Crab Walk Path Left
		StartOffset = Vector
			X = -13
			Y = -12
		StartSegCount = 4
		AddSegment = Vector
			X = 10
			Y = 0
		AddSegment = Vector
			X = 5
			Y = 8
		AddSegment = Vector
			X = 0
			Y = 3
		AddSegment = Vector
			X = 0
			Y = 3
		AddSegment = Vector
			X = 0
			Y = 3
		AddSegment = Vector
			X = -2
			Y = 2
		AddSegment = Vector
			X = -13
			Y = 0
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 5500
	LDislodgeLimbPath = LimbPath
		PresetName = Dummy Crab Dislodge Path Left
		StartOffset = Vector
			X = -1
			Y = -10
		StartSegCount = 0
		AddSegment = Vector
			X = 0
			Y = 6
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 10000
	RStandLimbPath = LimbPath
		CopyOf = Dummy Crab Stand Path Left
		PresetName = Dummy Crab Stand Path Right
		StartOffset = Vector
			X = 6
			Y = 6
	RWalkLimbPath = LimbPath
		CopyOf = Dummy Crab Walk Path Left
		PresetName = Dummy Crab Walk Path Right
		StartOffset = Vector
			X = -2
			Y = -12
	RDislodgeLimbPath = LimbPath
		CopyOf = Dummy Crab Dislodge Path Left
		PresetName = Dummy Crab Dislodge Path Right
		StartOffset = Vector
			X = 2
			Y = -10
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small B
		Offset = Vector
			X = 0
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small A
		Offset = Vector
			X = -1
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small D
		Offset = Vector
			X = -0.5
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 1.5
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 1.5
			Y = -0.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = 1.5
			Y = 4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -2.5
			Y = -1.5
	GibImpulseLimit = 15000
	GibWoundLimit = 10
	GibSound = Sound
		CopyOf = Bone Crack

//End of Ini!
