
AddEffect = Attachable
	PresetName = Dummy Left Shield
	Mass = 10
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Small Turret/MountShieldB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -14
	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 = 4000
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Dent Metal Light
	JointOffset = Vector
		X = 1
		Y = 12
	DrawAfterParent = 1
	GibImpulseLimit = 5000
	GibWoundLimit = 10
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Dummy Right Shield
	Mass = 10
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Small Turret/MountShieldC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -14
	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 = 4000
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Dent Metal Light
	JointOffset = Vector
		X = -2
		Y = 12
	DrawAfterParent = 1
	GibImpulseLimit = 5000
	GibWoundLimit = 10
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Dummy Shield Mount Base
	Mass = 20
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Small Turret/MountShieldA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -8.5
		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
	JointStrength = 5000
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Dent Metal
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddAttachable = Attachable
		CopyOf = Dummy Left Shield
		ParentOffset = Vector
			X = -5
			Y = 0
	AddAttachable = Attachable
		CopyOf = Dummy Right Shield
		ParentOffset = Vector
			X = 5
			Y = 0
	GibImpulseLimit = 2200
	GibWoundLimit = 8
//	GibSound = Sound
//		CopyOf = Bone Crack



AddDevice = HDFirearm
	PresetName = Small Turret MG
	Mass = 10
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Small Turret/TurretSmallB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -2
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	Buyable = 0
	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 = 500
	JointStiffness = 0.5
	JointOffset = Vector
		X = -3
		Y = 0
	DrawAfterParent = 0
	ParentOffset = Vector
		X = 0
		Y = 0
	StanceOffset = Vector
		X = 0
		Y = 0
	SharpStanceOffset = Vector
		X = 0
		Y = 0
	SupportOffset = Vector
		X = 0
		Y = 0
	SharpLength = 185
	Magazine = Magazine
		PresetName = Magazine Small Turret 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 = 80
		RTTRatio = 4
		RegularRound = Round
			CopyOf = Round SMG
		TracerRound = Round
			CopyOf = Round SMG Tracer
		Discardable = 0
		ParentOffset = Vector
			X = 0
			Y = 0
	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 = 820
	ReloadTime = 3000
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 20
	SharpShakeRange = 2
	NoSupportFactor = 1
	ParticleSpreadRange = 1
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	DrawAfterParent = 0
	MuzzleOffset = Vector
		X = 5
		Y = 0
	EjectionOffset = Vector
		X = -5
		Y = 4
	GibImpulseLimit = 2200
	GibWoundLimit = 6
//	GibSound = Sound
//		CopyOf = Bone Crack


AddActor = Turret
	PresetName = Small Turret Turret	//lol
	Mass = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Small Turret/TurretSmallA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -7
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Concrete
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Concrete
		Resolution = 4
		Depth = 4
	DeepCheck = 0
	JointStrength = 5000
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Leaking Machinery
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	MountedMO = HDFirearm
		CopyOf = Small Turret MG
		ParentOffset = Vector
			X = 5
			Y = 0
	GibImpulseLimit = 12000
	GibWoundLimit = 16


AddActor = Leg
	PresetName = Small Turret Leg
	Mass = 0.0001
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Null Emitter
	ExitWound = AEmitter
		CopyOf = Null Emitter
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 8000
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Null Emitter
	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
	GibImpulseLimit = 99999	//2200
	GibWoundLimit = 3

	
AddActor = ACrab
	PresetName = Small MG Turret
	AddToGroup = Actors
	Description = Small turret with a machine gun for general base defense.
	Mass = 200
//	PinStrength = 10000
	Position = Vector
		X = 1960
		Y = 460
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Small Turret/MountStaticA.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -8
		Y = -4
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Leaking Machinery
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Concrete
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Concrete
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	Buyable = 1
	GoldCost = 100
	BodyHitSound = Sound
		CopyOf = Bone Crack
	PainSound = Sound
		CopyOf = Bone Crack
	DeathSound = Sound
		CopyOf = Bone Crack
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	AddAttachable = Attachable
		CopyOf = Dummy Shield Mount Base
		ParentOffset = Vector
			X = 0
			Y = 0
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 10000
	Team = 0
	AimAngle = 0
	Perceptiveness = 1
	AimRange = 0.88
	AimDistance = 30
	CharHeight = 80
	Turret = Turret
		CopyOf = Small Turret Turret
		ParentOffset = Vector
			X = 0
			Y = -11
	LFGLeg = Leg
		CopyOf = Small Turret Leg
		ParentOffset = Vector
			X = -5
			Y = 1
	LBGLeg = Leg
		CopyOf = Small Turret Leg
		ParentOffset = Vector
			X = -5
			Y = 1
	RFGLeg = Leg
		CopyOf = Small Turret Leg
		ParentOffset = Vector
			X = 5
			Y = 1
	RBGLeg = Leg
		CopyOf = Small Turret Leg
		ParentOffset = Vector
			X = 5
			Y = 1
	LFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	RFootGroup = AtomGroup
		CopyOf = CrabFootGroup
	LStandLimbPath = LimbPath
		PresetName = Small Turret Stand Path Left
		StartOffset = Vector
			X = 0
			Y = 0
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 1800
	LWalkLimbPath = LimbPath
		PresetName = Small Turret Walk Path Left
		StartOffset = Vector
			X = 0
			Y = 0
		SlowTravelSpeed = 0
		NormalTravelSpeed = 0
		FastTravelSpeed = 0
		PushForce = 5000
	LDislodgeLimbPath = LimbPath
		PresetName = Small Turret 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 = Small Turret Stand Path Left
		PresetName = Small Turret Stand Path Right
		StartOffset = Vector
			X = 6
			Y = 6
	RWalkLimbPath = LimbPath
		CopyOf = Small Turret Walk Path Left
		PresetName = Small Turret Walk Path Right
		StartOffset = Vector
			X = -2
			Y = -12
	RDislodgeLimbPath = LimbPath
		CopyOf = Small Turret Dislodge Path Left
		PresetName = Small Turret Dislodge Path Right
		StartOffset = Vector
			X = 2
			Y = -10
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 25
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 15
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Oil
		Count = 20
		Spread = 2.25
		MaxVelocity = 2
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Tiny A
		Count = 1
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Count = 5
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Tiny A
		Count = 2
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Count = 8
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Joint Small E
		Count = 1
		Spread = 2.25
		MaxVelocity = 2
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Joint Small H
		Count = 1
		Spread = 2.25
		MaxVelocity = 2
		MinVelocity = 2
	GibImpulseLimit = 10000
	GibWoundLimit = 20
//	GibSound = Sound
//		AddSample = ContentFile
//			Path = Base.rte/Cool explosion sound here
//		Priority = 100

/* This will crash the game. Dun dun duun.
AddActor = ACrab
	CopyOf = Small Turret Floor
	PresetName = Small Turret Ceiling
	Rotation = Matrix
		AngleDegrees = 180
*/