//Generated 29 Oct 2007 - 14:26:31

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


AddEffect = Leg
	PresetName = Crab Leg FG A
	Mass = 7
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Crabs/CrabLegFGA.bmp
	FrameCount = 4
	SpriteOffset = Vector
		X = -7
		Y = -4
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 165
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -2
		Y = 6
	DrawAfterParent = 0
	ExtendedOffset = Vector
		X = 10
		Y = -11
	ContractedOffset = Vector
		X = 4
		Y = 0
	IdleOffset = Vector
		X = 6
		Y = 6
	MoveSpeed = 0.4
	GibImpulseLimit = 2200
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -1
			Y = 3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = 2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -2
			Y = 2


AddEffect = Leg
	CopyOf = Crab Leg FG A
	PresetName = Crab Leg BG A
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Crabs/CrabLegBGA.bmp
	FrameCount = 4
	IdleOffset = Vector
		X = 3
		Y = 6


AddEffect = ACrab
	PresetName = Crab
	AddToGroup = Wildlife
	Mass = 15
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Crabs/CrabBodyA.bmp
	FrameCount = 2
	SpriteAnimMode = 4
	SpriteAnimDuration = 250
	SpriteOffset = Vector
		X = -9
		Y = -8
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Bone Crack
	PainSound = Sound
		CopyOf = Bone Crack
	DeathSound = Sound
		CopyOf = Bone Crack
	GoldCost = 20
	Buyable = 0
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 800
	Perceptiveness = 0.4
	CharHeight = 50
//EXPERIMENTAL FEATURE
	Jetpack = AEmitter
		CopyOf = Jump Light
		ParentOffset = Vector
			X = 0
			Y = 0
		DrawAfterParent = 0
	JumpTime = 1
	LFGLeg = Leg
		CopyOf = Crab Leg FG A
		ParentOffset = Vector
			X = -7
			Y = 1
	LBGLeg = Leg
		CopyOf = Crab Leg BG A
		ParentOffset = Vector
			X = -7
			Y = 1
	RFGLeg = Leg
		CopyOf = Crab Leg FG A
		ParentOffset = Vector
			X = 7
			Y = 1
	RBGLeg = Leg
		CopyOf = Crab Leg BG A
		ParentOffset = Vector
			X = 7
			Y = 1
	LFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	RFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	LStandLimbPath = LimbPath
		PresetName = Crab Stand Path Left
		StartOffset = Vector
			X = -6
			Y = 6
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.25
		FastTravelSpeed = 1.5
		PushForce = 1000
	LWalkLimbPath = LimbPath
		PresetName = Crab Walk Path Left
		StartOffset = Vector
			X = -14
			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 = -15
			Y = 0
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 5500
	LDislodgeLimbPath = LimbPath
		PresetName = 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 = Crab Stand Path Left
		PresetName = Crab Stand Path Right
		StartOffset = Vector
			X = 8
			Y = 6
	RWalkLimbPath = LimbPath
		CopyOf = Crab Walk Path Left
		PresetName = Crab Walk Path Right
		StartOffset = Vector
			X = 0
			Y = -12
		StartSegCount = 3
	RDislodgeLimbPath = LimbPath
		CopyOf = Crab Dislodge Path Left
		PresetName = Crab Dislodge Path Right
		StartOffset = Vector
			X = 2
			Y = -10
	GibImpulseLimit = 5500
	GibWoundLimit = 6
	GibSound = Sound
		CopyOf = Bone Crack
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small C
		Offset = Vector
			X = -5
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = -1
			Y = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small E
		Offset = Vector
			X = 4
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -4
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 3
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = 2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -7
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Tiny A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -6
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 2
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -4
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small F
		Offset = Vector
			X = -3.9375
			Y = 0.8125
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small B
		Offset = Vector
			X = 3.6875
			Y = 0.8125

AddEffect = Leg
	PresetName = Big Crab Leg FG A
	Mass = 14
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Crabs/BigCrabLegFGA.bmp
	FrameCount = 4
	SpriteOffset = Vector
		X = -14
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Strong Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Strong Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 1200
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -4
		Y = 12
	DrawAfterParent = 0
	ExtendedOffset = Vector
		X = 20
		Y = -22
	ContractedOffset = Vector
		X = 8
		Y = 0
	IdleOffset = Vector
		X = 12
		Y = 12
	MoveSpeed = 0.4
	GibImpulseLimit = 10000
	GibWoundLimit = 30
	GibSound = Sound
		CopyOf = Bone Crack
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -1
			Y = 3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = 2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -2
			Y = 2


AddEffect = Leg
	CopyOf = Big Crab Leg FG A
	PresetName = Big Crab Leg BG A
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Crabs/BigCrabLegBGA.bmp
	FrameCount = 4
	IdleOffset = Vector
		X = 6
		Y = 12

AddEffect = ACrab
	PresetName = Mega Crab
	AddToGroup = Wildlife
	Mass = 120
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Crabs/BigCrabBodyA.bmp
	FrameCount = 5
	SpriteAnimMode = 4
	SpriteAnimDuration = 300
	SpriteOffset = Vector
		X = -18
		Y = -16
	EntryWound = AEmitter
		CopyOf = Wound Bone Strong Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Strong Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Bone Crack
	PainSound = Sound
		CopyOf = Bone Crack
	DeathSound = Sound
		CopyOf = Bone Crack
	GoldCost = 200
	Buyable = 0
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 10000
	Perceptiveness = 0
	CharHeight = 50
//EXPERIMENTAL FEATURE
//	Jetpack = AEmitter
//		CopyOf = Jump Light
//		PresetName = Jump Light Extra
//		BurstSize = 30
//		ParentOffset = Vector
//			X = 0
//			Y = 0
//		DrawAfterParent = 0
//	JumpTime = 1
	LFGLeg = Leg
		CopyOf = Big Crab Leg FG A
		ParentOffset = Vector
			X = -14
			Y = 2
	LBGLeg = Leg
		CopyOf = Big Crab Leg BG A
		ParentOffset = Vector
			X = -14
			Y = 2
	RFGLeg = Leg
		CopyOf = Big Crab Leg FG A
		ParentOffset = Vector
			X = 14
			Y = 2
	RBGLeg = Leg
		CopyOf = Big Crab Leg BG A
		ParentOffset = Vector
			X = 14
			Y = 2
	LFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	RFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	LStandLimbPath = LimbPath
		PresetName = Big Crab Stand Path Left
		StartOffset = Vector
			X = -12
			Y = 12
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.25
		FastTravelSpeed = 1.5
		PushForce = 1500
	LWalkLimbPath = LimbPath
		PresetName = Big Crab Walk Path Left
		StartOffset = Vector
			X = -28
			Y = -24
		StartSegCount = 4
		AddSegment = Vector
			X = 20
			Y = 0
		AddSegment = Vector
			X = 10
			Y = 16
		AddSegment = Vector
			X = 0
			Y = 6
		AddSegment = Vector
			X = 0
			Y = 6
		AddSegment = Vector
			X = 0
			Y = 6
		AddSegment = Vector
			X = -4
			Y = 4
		AddSegment = Vector
			X = -30
			Y = 0
		SlowTravelSpeed = 5
		NormalTravelSpeed = 7
		FastTravelSpeed = 9
		PushForce = 9000
	LDislodgeLimbPath = LimbPath
		PresetName = Big Crab Dislodge Path Left
		StartOffset = Vector
			X = -2
			Y = -20
		StartSegCount = 0
		AddSegment = Vector
			X = 0
			Y = 12
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 12000
	RStandLimbPath = LimbPath
		CopyOf = Big Crab Stand Path Left
		PresetName = Big Crab Stand Path Right
		StartOffset = Vector
			X = 16
			Y = 12
	RWalkLimbPath = LimbPath
		CopyOf = Big Crab Walk Path Left
		PresetName = Big Crab Walk Path Right
		StartOffset = Vector
			X = 0
			Y = -24
		StartSegCount = 3
	RDislodgeLimbPath = LimbPath
		CopyOf = Big Crab Dislodge Path Left
		PresetName = Big Crab Dislodge Path Right
		StartOffset = Vector
			X = 4
			Y = -20


AddEffect = MOSRotating
	PresetName = Jumper Leg A
//	AddToGroup = Wildlife
	Mass = 36.04
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Jumper/JumperLegA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -8
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Jumper Body A
//	AddToGroup = Wildlife
	Mass = 12.01
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Jumper/JumperBodyA.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -6
		Y = 14
	AngularVel = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddActor = Leg
	PresetName = Jumper Leg A
	Mass = 7
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Jumper/JumperLegA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -8
		Y = -5
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 200
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -3
		Y = 3
	DrawAfterParent = 0
	ExtendedOffset = Vector
		X = 7.5
		Y = 0
	ContractedOffset = Vector
		X = 3
		Y = 0
	IdleOffset = Vector
		X = 1
		Y = 3
	MoveSpeed = 0.4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -1
			Y = 3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = 2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -2
			Y = 2
	GibImpulseLimit = 50
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = Attachable
	PresetName = Jumper Head
	Mass = 25
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Wildlife.rte/Jumper/JumperBodyB.bmp
	FrameCount = 2
	SpriteAnimMode = 1
	SpriteAnimDuration = 250
	SpriteOffset = Vector
		X = -7
		Y = -8
	AngularVel = 0
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	JointStrength = 125
	JointStiffness = 0.1
	JointOffset = Vector
		X = -2
		Y = -1
	GibImpulseLimit = 500
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = 0.5
			Y = -9
		Count = 5
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -0.5
			Y = -5
		Count = 3
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -1
			Y = 3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = 2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -2
			Y = 2

AddEffect = AEmitter
	PresetName = Jumper Hop
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = 0
		Y = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 0
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Jump Pixel Light
		Spread = 0.1
		MaxVelocity = 20
		MinVelocity = 20
		PushesEmitter = 1
	EmissionEnabled = 1
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 1
	BurstSize = 6
	BurstSpacing = 2000
	BurstScale = 1
	BurstTriggered = 1
	EmissionDamage = 0
	Flash = None
	FlashOnlyOnBurst = 0

AddActor = AHuman
	PresetName = Jumper
	AddToGroup = Wildlife
	Mass = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp	//Wildlife.rte/Jumper/JumperBodyB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -12
	AngularVel = 0
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Shelled Flesh
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Flesh Body Blunt Hit
	PainSound = Sound
		CopyOf = Bone Crack
//	DeathSound = Sound
//		CopyOf = Wildlife Chirp
	GoldCost = 10
	Buyable = 0
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 650
	Team = -1
	AimAngle = 0
	AimRange = 0.75
	AimDistance = 30
	Perceptiveness = 0.5
	CharHeight = 90
	HolsterOffset = Vector
		X = -6
		Y = -4
	Head = Attachable
		CopyOf = Jumper Head
		ParentOffset = Vector
			X = -1
			Y = -6
	BGLeg = Leg
		CopyOf = Jumper Leg A
		ParentOffset = Vector
			X = -2
			Y = -3
	Jetpack = AEmitter
		CopyOf = Jumper Hop
		ParentOffset = Vector
			X = 0
			Y = 0
		DrawAfterParent = 0
	JumpTime = 0.1
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
	StandLimbPath = LimbPath
		PresetName = Jumper Stand Path
		StartOffset = Vector
			X = -2
			Y = 13
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	StandLimbPathBG = LimbPath
		CopyOf = Jumper Stand Path
		StartOffset = Vector
			X = 7
			Y = 13
	WalkLimbPath = LimbPath
		PresetName = Jumper Walk Path
		StartOffset = Vector
			X = 7
			Y = 4
		StartSegCount = 0
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = -4
			Y = 8
		AddSegment = Vector
			X = -2
			Y = 2
		AddSegment = Vector
			X = -2
			Y = 1
		AddSegment = Vector
			X = -1
			Y = 0
		AddSegment = Vector
			X = -1
			Y = 0
		AddSegment = Vector
			X = -3
			Y = 0
		AddSegment = Vector
			X = -5
			Y = 0
		SlowTravelSpeed = 2
		NormalTravelSpeed = 3
		FastTravelSpeed = 4
		PushForce = 10000
	CrouchLimbPath = LimbPath
		PresetName = Jumper Crouch Path
		StartOffset = Vector
			X = -2
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	CrawlLimbPath = LimbPath
		PresetName = Jumper Crawl Path
		StartOffset = Vector
			X = 7
			Y = 4
		StartSegCount = 0
		AddSegment = Vector
			X = 3
			Y = -2
		AddSegment = Vector
			X = -2
			Y = 3
		AddSegment = Vector
			X = -2
			Y = 3
		AddSegment = Vector
			X = -2
			Y = 3
		AddSegment = Vector
			X = -3
			Y = 3
		AddSegment = Vector
			X = -5
			Y = 3
		SlowTravelSpeed = 1
		NormalTravelSpeed = 2
		FastTravelSpeed = 3
		PushForce = 8000
	ArmCrawlLimbPath = LimbPath
		PresetName = Jumper Arm Crawl Path
		StartOffset = Vector
			X = -8
			Y = -5
		StartSegCount = 2
		AddSegment = Vector
			X = 0
			Y = -4
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = 4
			Y = 0
		AddSegment = Vector
			X = 4
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 10
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 1.5
		FastTravelSpeed = 4.5
		PushForce = 6000
	ClimbLimbPath = LimbPath
		PresetName = Jumper Climb Path
		StartOffset = Vector
			X = 7
			Y = 4
		StartSegCount = 0
		AddSegment = Vector
			X = 3
			Y = -2
		AddSegment = Vector
			X = -2
			Y = 3
		AddSegment = Vector
			X = -2
			Y = 3
		AddSegment = Vector
			X = -2
			Y = 3
		AddSegment = Vector
			X = -3
			Y = 3
		AddSegment = Vector
			X = -5
			Y = 3
		SlowTravelSpeed = 1
		NormalTravelSpeed = 2
		FastTravelSpeed = 3
		PushForce = 8000
	JumpLimbPath = LimbPath
		PresetName = Jumper Jump Path
		StartOffset = Vector
			X = -2
			Y = 13
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	DislodgeLimbPath = LimbPath
		PresetName = Jumper Dislodge Path
		StartOffset = Vector
			X = 2
			Y = -10
		StartSegCount = 0
		AddSegment = Vector
			X = 0
			Y = 6
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 10000

//End of Ini!
