//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

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Wildlife/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 = 65
	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 = Base.rte/Actors/Wildlife/CrabLegBGA.bmp
	FrameCount = 4
	IdleOffset = Vector
		X = 3
		Y = 6


AddEffect = ACrab
	PresetName = Crab
//	AddToGroup = Wildlife
	Mass = 15

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Wildlife/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
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 700
	Perceptiveness = 0.4
	CharHeight = 50
	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 = 5000
	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 = MOSRotating
	PresetName = Jumper Leg A
//	AddToGroup = Creatures
	Mass = 36.04

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Wildlife/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 = Creatures
	Mass = 12.01

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Wildlife/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

//End of Ini!
