/*---------------------------------------------------
**  MARCH!:Offworld Recon
**-------------------------------------------------*/ 
[DefaultBids]

Script = 90.0
NodeCheck = 89.0
Alarm =	75.0

CrystalUse = 80.0
Guard = 75.0
Guzzle = 74.0
AttackTarget = 73.0
CoolAttack = 71.0
CoolMelee = 71.0

Snipe =	70.0
Lurk = 65.0
AttackSeeEnemy = 60.0
Retreat = 55.0
Cower = 54.0
Investigate = 40.0
OmniUse = 35.0
AttackOther = 30.0
Chase = 25.0
IdleScript = 20.0
Patrol = 10.0
Idle = 1.0


/* 
** DifficultyFactor
**
** This is the multiplier applied to the amount of damage done by AI weapons
** and the amount of health and armor AI's have.  So if an AI starts with 100 health, 50 armor, and has
** a pistol doing 10 damage each shot, a factor of 0.25 will give the AI 25 health, 12.5 armor, and her
** pistol will do 2.5 damage eash shot.
**
*/

[DifficultyFactor]
Easy = 1.0 
Medium = 1.0
Hard = 1.0
Insane = 1.0

/* 
** SentryGun Settings
**
** GunModel  [filename]   The model to be used for the turret gun.  Leave blank if you want to use only one model.
** GunSkin   [filename]   The skin to be used for the turret gun. Leave blank if you want to use only one model.
** DeadGunModel [filename] The model used when the turret gun is destroyed. Leave blank if you want the gun to disappear when destroyed.
** DeadGunSkin  [filename] The skin used when the turret gun is destroyed.  Leave blank if you want the gun to disappear when destroyed.
**
** HitPoints  [float]  The hitpoints of the turret gun.  Only used if a GunModel is given.  Otherwise use the hitpoints 
**					   of the turret base.
**
** TripodBaseSocket [string] The name of the socket on the tripod to which the gun should attach.  It must be a socket.  
**							 The socket's rotation will be used as the center rotation of the gun. 
**							 Leave blank if you want to use the center of the tripod.
**
** GunBaseSocket [string] The name of the socket on the gun which should be used as the attachment point.  It must be a socket.  
**						  The socket's rotation is unimportant.  The gun will rotate about this point (allows off-center rotation of the gun).
**						  Leave blank if you want to use the center of the gun.
**
** WeaponType   [string]   Name of the weapon to use.
**
** YawSpeed     [degrees per sec]   How fast the turret gun can change yaw (left-right movement).
** PitchSpeed	[degrees per sec]	How fast the turret gun can change pitch (up-down movement).
** SweepYawSpeed [degrees per sec]  Turret gun will sweep with this yaw speed (for slower sweeps).
**
** VisualRange  [DEdit units]  Turret will not look for targets beyond this range.
**
** OpeningAnim  [string]   Name of opening animation.
** OpenedAnim  [string]   Name of opened animation.
** ClosingAnim  [string]   Name of closing animation.
** ClosedAnim  [string]   Name of closed animation.
**
** BurstSpeed [shots per sec]  The turret will fire at this rate.
** DamageMultiplier [real number] The damage will be scaled by this amount.  Defaults to 1.0.
**
** StartFireSound [int]  These three are used to emulate the pvWeapon model keys for weapons like the pulse rifle.  
** LoopFireSound  [int]   The integer values should match the sound keys used in the pvWeapon model for the start animation, 
** StopFireSound  [int]   the looping animation, and the stop animation. (I suggest just not touching these values).
**
*/

[BasicTurret]
HitPoints   = 100.0

BurstSpeed = 10

AwakeSound = "Sounds\Weapons\Cannon\Awake.wav"
DetectSound = "Sounds\Weapons\Cannon\Detect.wav"
MoveSound = "Sounds\Weapons\Cannon\Move.wav"

WarningSoundDistance = 1000.0
MovingSoundDistance  = 1000.0

WeaponType = "Turret"
PitchSpeed = 360.0
YawSpeed   = 360.0
SweepYawSpeed = 120.0
VisualRange = 8000.0

StartFireSound = 1
LoopFireSound  = 7
StopFireSound  = 2

[Tripod]

Parent = "BasicTurret"
GunModel = "Models\Props\SentryGun.abc"
GunSkin  = "Skins\Props\SentryGun.dtx;Skins\Props\Security.dtx"
DeadGunModel = ""
DeadGunSkin = ""
PitchSpeed = 15.0
YawSpeed   = 15.0
SweepYawSpeed = 15.0
BurstSpeed = 0.30000 // 1 shot per 3 sec

GunBaseSocket = "base"
TripodBaseSocket = "base"


/*****************************************************************************
**  Here are some properties to play with to make the AI weapons easier:
**
** DamageMultiplier   lower this.  Pretty obvious, huh?
** AimAtHeadProbability     lower this if it isn't zero.  Alternatively, raise this for harder AI.
**
** BurstShots   lower this.  AI will shoot shorter bursts.
** BurstDelay  raise this.  Not as good as just lowering the burst interval because AI's will look stupid if they don't fire.
**
** AltWeaponProbability   lower this.  Most of the alternative weapons cause more damage.  Leave the alternative weapons
**										  at 1.0 to make sure just one burst is shot (for tail_altfire or pr_grenade_altfire).
*/




/******************************************************************************
** AIWeapon
**
** A range is of format "[ min_value, max_value]".  
**
** Name      [string]   Name of weapon, this is the name to be used in DEdit and trigger messages.
**                      WARNING: If you change the name, all levels that use the old name will have to be
**						     adjusted to use the new name!
** WeaponName [string]  Name of weapon in Weapons.txt,  
**						If this isn't set, the weapon will be guessed at based on the barrel name.  Since barrels can be in more 
**						than one weapon (ie. Tail and Facehugger_Tail use the same barrel), I suggest setting this!
** BarrelName [string]  Name of barrel in Weapons.txt.
** Race       [string]  Race allowed to use this weapon.  Can be "Human", "Alien", "Predator", or "Exosuit".  Defaults to "Human".
**
** WeaponAnimation [string] Names the animation set to use when using this weapon.  If left blank, it will attempt
**							to figure out the name from the weapon which has the specified barrel in Weaopns.txt.  You
**							can use this to specify which player weapon this should animate has (affects how weapon
**							is held while moving, while shooting, while idling, etc.).
**
** IdealRange [range of DEdit units]   AI will try to stay within this range.
** FireRange  [range of DEdit units]   AI will only fire weapon when within this range.
**
** BurstDelay [range of seconds]   AI will wait this long between shots.
** BurstProbability [probability]   Chance that a burst will be fired after BurstDelay seconds.
** BurstMaxDelay  [seconds]        Burst chance will be ignored after this many seconds without firing a burst.
**								   If -1, this property will be ignored.  -1 is the default.
** BurstShots    [range of shots (integers)]   AI will shoot between this many shots per burst.
** BurstSpeed  [shots per second]   The weapon will shoot this fast during the burst.  Used by weapons without a fire animation.
** 
** AltWeaponProbability [probability]       Chance to switch weapons.
** AltWeaponDelay		[range of seconds]  Wait this long before attempting to go to the alt weapon.
** AltWeaponName		[string]            Name of weapon to switch to.
**
** AimAtHeadProbability     [probability] Chance for AI to shoot at head per burst.
**
** HideFromDEdit [int, 0 for false] If set to non-zero, will not be shown in DEdit. Defaults to 0.
**									WARNING: This will be inherited.  If you set it true in a base property, 
**									  you need to set it false again in the derived properties!
**
** WaitForAnimation [int, 0 for false] If false, the AI will not try to set a fire animation and will ignore any fire model key strings.
**									   Defaults to true.
** MeleeWeapon [int, 0 for false] If true, the AI will use special melee action when firing weapon.  The melee action moves the
**								    AI while firing so that the AI stays in range.  Defaults to false.
**
** InfiniteAmmo  [int, 0 for false] If false, the ammo will be tracked.  Defaults to true.
** MinStartingAmmo  [int, ammo count]  
** MaxStartingAmmo  [int, ammo count]  Range of starting ammo for this weapon.  Use -1 for default ammount (defaults to -1).
**									   If only MaxStartingAmmo needs is set, then MinStartingAmmo will be set to the same value.
**									   Note that this puts ammo in the ammo pool.  If other weapons use the same
**									   pool, the total ammo available will be the sum of those weapons.
**
** UseAltFX [int, 0 for false]  Set to true for weapons which should play their AltFireSnd.  { Currently not working. PLH 5/8/01 }
**
** DamageMultiplier [factor]  The weapon's damage will be multiplied by this factor (defaults to 1.0).
**
** StartFireSound [int]  These three are used to emulate the pvWeapon model keys.  The integer values should
** LoopFireSound  [int]   match the sound keys used in the pvWeapon model for the start animation, 
** StopFireSound  [int]   the looping animation, and the stop animation.
**
** NeedsPiece [string]  If this is set, the weapon will not be fired if the named piece is hidden on the model.
** CanUseInjured [int, 0 for false] If false, the weapon can not be used while the AI has injured movement (Aliens with 
**						leg shot off).  Defaults to true.
**
*/

[Ranged_AIWeapon]

IdealRange = [300.0,700.0]
FireRange = [0.0,1500.0]
//BurstDelay	  = [1.0, 2.0]
BurstShots = [1,3]
BurstSpeed = 10.0
DamageMultiplier = 0.2

AimAtHeadProbability = 0.0


[Meatgun_AIWeapon]
Parent 			= "Ranged_AIWeapon"
Name     		= "Meatgun"
WeaponName 		= "Meatgun"
BarrelName  	= "Meatgun_Bullets_Barrel"
Race 			= "Human"
IdealRange 		= [250.0,750.0]		// Ideal range for firing in DEdit units
FireRange 		= [0.0,1250.0]		// Legal range for firing in DEdit units
StartFireSound 	= 1
LoopFireSound  	= 7
StopFireSound  	= 2
BurstShots 		= [3,3]
BurstDelay	  	= [0.5,1.5]		// Seconds between shots
BurstSpeed 		= 33.0			// Shots per second
InfiniteAmmo 	= 0
MaxStartingAmmo = 20
MinStartingAmmo = 5


[Melee_AIWeapon]

IdealRange = [64.0, 128.0]  
FireRange = [0.0, 150.0]
BurstShots = [1,1]   // This is the number of times to play the animation per action.  Leave it at 1.
BurstDelay	= [0.0,0.0]  // This the delay between animations.
MeleeWeapon = 1
DamageMultiplier = 0.3


/* MeatGunAI Weapons */
[MeatGunAI_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "MeatGunAI"
WeaponName = "MeatGunAI"
BarrelName	   = "MeatGunAI_Barrel"
Race = "Human"
IdealRange = [0.0, 75.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 150.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0



/* Loader Weapons */
[LKnife_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "LKnife"
WeaponName = "LKnife"
BarrelName	   = "LKnife_Barrel"
Race = "Human"
IdealRange = [0.0, 75.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 150.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0



/* Hare tube(hknife) Weapons */
[HKnife_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "HKnife"
WeaponName = "HKnife"
BarrelName	   = "HKnife_Barrel"
Race = "Human"
IdealRange = [0.0, 75.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 150.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0



/* Hare tube(hknife) Weapons */
[HSKnife_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "HSKnife"
WeaponName = "HSKnife"
BarrelName	   = "HSKnife_Barrel"
Race = "Human"
IdealRange = [0.0, 75.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 150.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0






/* Spider melee Weapons */
[SKnife_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "SKnife"
WeaponName = "SKnife"
BarrelName	   = "SKnife_Barrel"
Race = "Human"
IdealRange = [0.0, 150.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 200.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* Spider gun Weapons */
[SGun_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "SGun"
WeaponName = "SGun"
BarrelName	   = "SGun_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 1000.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 1500.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* Spaceboss RL-gun Weapons */
[SpacebossRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "SpacebossRL"
WeaponName = "SpacebossRL"
BarrelName	   = "SpacebossShot_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 800.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 800.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* Bissmark RL-gun Weapons */
[BissmarkRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "BissmarkRL"
WeaponName = "BissmarkRL"
BarrelName	   = "BissmarkRL_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 800.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 800.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* FinalBossRL RL-gun Weapons */
[FinalBossRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "FinalBossRL"
WeaponName = "FinalBossRL"
BarrelName	   = "FinalBossRL_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 700.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 700.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* ScorpionRL RL-gun Weapons */
[ScorpionRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "ScorpionRL"
WeaponName = "ScorpionRL"
BarrelName	   = "ScorpionRL_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 800.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 800.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* WarDrone RL-gun Weapons */
[WarDroneRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "WarDroneRL"
WeaponName = "WarDroneRL"
BarrelName	   = "WarDroneRL_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 1000.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 1500.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* Nightmare RL-gun Weapons */
[NightmareRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "NightmareRL"
WeaponName = "NightmareRL"
BarrelName	   = "NightmareRL_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 500.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 600.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


/* Seeker RL-gun Weapons */
[SeekerRL_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "SeekerRL"
WeaponName = "SeekerRL"
BarrelName	   = "SeekerRL_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 800.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 1500.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0




/* Gun gun Weapons */
[GunGun_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "GunGun"
WeaponName = "GunGun"
BarrelName	   = "GunGun_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 500.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 1000.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0



/* Hammer gun Weapons */
[HammerGun_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "HammerGun"
WeaponName = "HammerGun"
BarrelName	   = "HammerGun_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 500.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 500.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0




/* Security gun Weapons */
[SecurityGun_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "SecurityGun"
WeaponName = "SecurityGun"
BarrelName	   = "SecurityGun_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 500.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 500.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0


// MIKE [27.05.2002]
/* Security Laser Weapons */
[SecurityLaser_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "SecurityLaser"
WeaponName = "SecurityLaser"
BarrelName	   = "SecurityLaser_Barrel"
Race = "Human"
MeleeWeapon = 0
IdealRange = [0.0, 800.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 800.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.3, 0.7]		// Seconds between shots
DamageMultiplier = 1.0



/* WarDrone Weapons */
[WDnife_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "WDKnife"
WeaponName = "WDKnife"
BarrelName	   = "WDKnife_Barrel"
Race = "Human"
IdealRange = [0.0, 75.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 100.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0




/* Digger Weapons */
[DKnife_AIWeapon]
Parent = "Melee_AIWeapon"
Name     = "DKnife"
WeaponName = "DKnife"
BarrelName	   = "DKnife_Barrel"
Race = "Human"
IdealRange = [150.0, 200.0]		// Ideal range for firing in DEdit units
FireRange = [0.0, 200.0]		// Legal range for firing in DEdit units
BurstDelay	  = [0.2,0.8]		// Seconds between shots
DamageMultiplier = 1.0

/******************************************************************************
**  Here are some properties to playe with to make the AI's easier:
**
**  Accuracy  lower to zero, can even make this negative to give worse than weapon's max-inaccuracy.
**
**  SnipeTime  raise this.  Make them snipers hold still.
**
**  ApproachTargetRepathTime  raise this.  This will make AI's stand and fire more than run and fire.
**											Note that if this is high for a melee AI (like an Alien), they will
**											look stupid just standing some distance from the target.
**
**	DodgeDelay		  raise this.  Will make AI's stay in one place longer.
**  DodgeProbability lower this.  WIll make AI's stay in one place more.
**
**	BackoffDelay		  raise this.  Will make AI's stay in one place longer.
**  BackoffProbability lower this.  WIll make AI's stay in one place more.
**
**  RunForCoverDelay   raise this.   Will make AI's hold still longer.
**  RunForCoverProbability lower this.  When AI's do run for cover, they run, fire, run, fire.  Makes them difficult to fight.
**
**  TargetDecreaseLagTime  raise this.  It generally takes the AI this long after the target stops moving to hit the target.
**  TargetMaxLag    raise this.  If you raise it too much, they look they are hunting birds (they fire in random directions). 
**  TargetMinLag    raise this.  This is how much they miss whether your standing still or moving.
**  TargetMaintainProbability lower this.  AI's will lose their target more often if this is lowered.
*/


/* 
** AIAttrib
**
** [probabilty] = A number from 0.0 to 1.0
** [ ___ range] = A range of a particular type.  Ranges are entered 
**                    as "[min_value,max_value]" (without the quotes).
**
** Name      [string]   Name of template, this is the name to be used in DEdit.
**                      WARNING: If you change the name, all levels that use the old name will have to be
**						     adjusted to use the new name!
** Class      [string]   Is "Marine", "Marine_Exosuit", "Corporate", "Corporate_Exosuit", "Synthetic", "Alien", or "Predator" or "None"
** Weapon		  [string]   Name of weapon AI is equipped with (must be exact name).
** SecondaryWeapon [string]  Name of secondary weapon AI is equipped with (must be exact name).
** TertriaryWeapon [string]  Name of tertriary weapon AI is equipped with (must be exact name).
** WeaponPosition [string]   Name of node for weapon.
** Accuracy		  [0.0 to 1.0]  Firing accuracy. An accuracy of 1.0 will give the AI perfect shots (no perturb),
**						        an accuracy of 0.0 will give them the full perturbs of the weapon.
** LurkRange [distance]  Lurking AI will attack if inside this range
** SnipeTime [secs] Minimum time to hold position at a Snipe node.  This prevents
**					AI from constanly running between two nodes without stopping to fire.
**
** FearThreshold [differential]  If the (# enemies - # friends) in the area exceeds this
**								 value, the AI will flee.  Higher value = braver.
** HideFromDEdit [int, 0 for false] If set to non-zero, will not be shown in DEdit. Defaults to 0.
**									WARNING: This will be inherited.  If you set it true in a base property, 
**									  you need to set it false again in the derived properties!
**
**
** ___style___ = movement style name.  When setting the movement style, the case must match!  In the animation butes,
**										this is the name appended to the "Race_Movement_" string.  
**										Ie. A human doing "Investigate" will use the "Human_Movement_Investigate" animation set.
** 
** ___style___WalkSpeed   [units/sec]  The walk speed of the movement style.
** ___style___RunSpeed    [units/sec]  The run speed of the movement style.
** ___style___CrouchSpeed [units/sec]  The crouch speed of the movement style.  Wall walking moves at this rate when walking, twice this rate when running.
**
**
**
**
** SwitchWeaponDelay [seconds]           Wait this long before attempting to switch to another weapon which matches the target's range.
** SwitchWeaponProbability [probability] Chance that AI will attempt to switch weapons after waiting for SwitchWeaponDelay seconds.
**
** PatrolStuckDelay      [range of seconds]  Wait this long if stuck while following a patrol route.  Then try to continue.
**
** InvestigateAnimDelay  [range of seconds]  Wait this long before switching to the investigate animations.  Just for appearances.
** InvestigateSuspiciousDur  [range of seconds]  Be suspiciuos for this long (look around, but don't go looking just yet).
** InvestigateSearchDur  [range of seconds]  After they have gone to look at what was going on, wait this long before in order to "look around".
** InvestigateDelay		[ range of seconds]  Do not investigate for this long after an investigate fails.
**
** AlienPounceRange  [range of units]   Minimum and maximum range the AI will pounce.
** AlienPounceProbability [probability] Chance that an AI will pounce if he has a clear line of sight to target. Set to 0.0 to prevent AI from pouncing.
** AlienPounceDelay [range of seconds]  Minimum and maximum times between checks for pouncing.
**
** AlienFacehugRange  [range of units]   Minimum and maximum range the AI will Facehug.
** AlienFacehugProbability [probability] Chance that an AI will Facehug if he has a clear line of sight to target. Set to 0.0 to prevent AI from pouncing.
** AlienFacehugDelay [range of seconds]  Minimum and maximum times between checks for pouncing.
**
** DodgeProbability  [probability]  Chance that AI will dodge after waiting DodgeDelay seconds. And has been shot at by the target.
** DodgeDelay        [seconds range]   Wait this long between possible dodge maneuvers. Randomly chooses within range.
** DodgeDistance     [range of units]   Dodge for this distance. Randomly chooses within range.
** DodgeImpactDist [distance] Impact sounds inside this distance will cause the AI to dodge ****NOT IMPLEMENTED*****
**
** BackoffProbability  [probability]  Chance that AI will Backoff after waiting BackoffDelay seconds and if target is inside ideal weapon range.
** BackoffDelay        [seconds range]   Wait this long between possible Backoff maneuvers. Randomly chooses within range.
** BackoffDistance     [range of units]   Backoff for this distance. Randomly chooses within range.
**
** RunForCoverProbability [probability] Chance that an AI will up and run for a cover node while attacking.
** RunForCoverDelay      [range of seconds]  Delay between checks for chances of running for cover.
** CoverDuration         [range of seconds]  Length of time to stay under cover once it is reached.
**
** StuckFireDuration [range of seconds]  If stuck, AI's with ranged weapons will just start attacking from where
**										 they are for this duration.  Afterwards, they will try to advance on the target again.
**
** CrouchProbability  [probability]    Chance that an AI will crouch at a crouch cover node.  Length of time to crouch is set by the animation.
** CrouchDelay        [range of seconds] Delay between checks for chance to crouch.
**
** ApproachTargetRepathTime [seconds range]  Wait this long before re-pathing to determine where target is.
**											 If the target runs up on the AI, the AI will likely retreat once (because this timer is never paused),
**											 but if the target continues to follow the AI, the AI will stand for this long and "take it".
**											 This also affects how long the AI waits between moving to the target's last known position.  So
**											 if the target is retreating, the AI will stand for this long before following, then stand for this long again, then follow....
**											
** ApproachTargetFireTime [0 to 1, 0 to 1]	This number is multiplied by the AI's estimated time to reach his next node.
**											For example, [0.25, 0.75] means he has a chance to fire when he's between 1/4 and 3/4 of
**											the distance to his destination node.
**
** ApproachTargetFireChance [0 to 1]	This is the chance to fire when the AI's ApproachTargetFireTime succeeds (see above).
**										Ex: [0.75] means 75% chance to fire.
**
** TargetFullSighting     [ stimulation level ] SeeEnemy stimulation level must be at or above this to be considered a full sighting.
** TargetMaxFiredCheck    [ seconds ]  Maximum allowed time to pass after target has fired to still consider it a recent shot.
** TargetMinAttackingDist [ distance ] Target's projectile ray must come within this range before the AI thinks it is being shot at.
** TargetDelay [seconds range]	Wait this long before switching targets
** TargetMaintainDuration [seconds]  AI will act as if can see the target for this long after it can not.
** TargetMaintainProbability [probability] After MaintainTargetDuration, this is the chance that AI will keep up with target for the same length of time again.
** TargetStillAttackingDuration [seconds] AI will consider the target to be attacking if she as been fired at within this length of time.
** TargetDecreaseLagTime  [seconds] Time it takes the AI to hone in on her target after the target stops moving. 0 means to never decrease.  Increase this to make the AI's easier.
** TargetIncreaseLagTime  [seconds] Lower this time to make the AI mis-aim at a moving target faster.  The mis-aim time also depends on the target's speed.
**                                  0 means to never increase.  (I suggest leaving this value alone and only adjusting DecreaseLagTime and MaxLag -- PLH)
** TargetIdleLagTime   [seconds] When the target is not moving, the AI will drift across an aiming radius of minlag in this time or longer.
**								 Raise this value makes the AI hold what-ever aim they are using for longer (less slow "twitch").
** TargetMaxLag  [distance]  At worse, the AI will fire at a point approximately this far from the target.
** TargetMinLag  [distance]  Even when your standing still, the AI will fire randomly within this range.
**
**
** MovementMaxWaitForOtherAI [seconds]      The AI will stand and wait for other AI to get out of its way for this long before just
**										    clipping through them.
** MovementMaxSnapTurnAngle [angle, degrees]  If the AI needs to change facing to an angle less than this, the AI will just snap to the facing without
**                                            going through the turn animations.
** MovementAvoidancePathFrequency [seconds]  Indicates maximum delay between re-checks for obstacles and update possible avoidance paths.
**											  This may help AI's take less tick counts, however it will increase their tendency to bump into
**											  props and clip into each other.  It is best not to use this (it defaults to zero).
**
**
** InfluenceUpdateTime [secs]			Frequency of influence updates
** InfluenceCharacterRange [distance]	Distance used when checking for enemy:friend odds
** InfluenceOddsLimit [difference]		AI will flee when (#enemies - #friends) exceeds this value.  Make greater than 1000 to prevent code from being run.
** InfluenceSelfDamage [ real number]	This is a modifier for the AI's damage fear.  An AI has damage fear if the ratio
**										of the last damage to the current hit-points is greater than a random number between
**										0 and 1 (so it is guaranteed if the ratio is greater than 1).  The ratio is multiplied
**										by this value,  set it higher to make them run-away more often, set it lower (or to zero) 
**										to make them run away less often.
** InfluenceFearDuration [ range of seconds ]  The amount of time the AI will be afraid from SelfDamage fear.
** 
** __st__ = sense type name (ie. SeeEnemy)
**
** __st__Range                   [ distance ]  Minimum range of a character before the sense starts checking for stimuli
**											   from that character.
**
** __st__IncreaseStimulationTime  [ seconds ]  Stimulation will be maximum in this many seconds if fully stimulated.
**											   If negative, the stimulations will be just trigger without regard to time.
**											   Use negative values for event stimulations that don't last a long time,
**											   like hearing foot steps, or gunfire.
**
** __st__DecreaseStimulationTime  [ seconds ]  Stimulation will be zero in this many seconds if it is not stimulated.
**											   If negative, the stimulation will drop to zero as soon as the cause goes away.
**
** __st__PartialLevel  [0.0 to 1.0]			   When sense rises above this level a partial stimulation is recorded.  Used mainly to trigger investigating.
**
** __st__AlertModifer   [ real number ]		When the AI is alert, they will respond this much faster.  
**											This is a divisor for IncreaseStimulationTime, so if that is set 
**											to 5 secs. and the modifier is 2.5, the sense will get fully triggered
**											in 2 secs. while alert.  Defaults 1.0 which is essentially no affect.
**
**
**
** SeeEnemyShortTimeDistance  [ distance ]  If enemy is within this range, use ShortIncrStimulationTime.
** SeeEnemyLongTimeDistance   [ distance ]  If enemy is outside this range, use LongIncrStimulationTime.
**											Interpolates when enemy is between short and long distances.
** SeeEnemyShortIncrStimulationTime [ seconds] IncreaseStimulationTime to be used for short distances.
** SeeEnemyLongIncrStimulationTime  [ seconds] IncreaseStimulationTime to be used for long distances.
** SeeEnemyLightMin	[ 0.0 - 1.0 ] Light level will never drop below this, as far as the
**									AI is concerned.  Values > 0 make the AI treat dark
**									areas as if there is ambient lighting.
** SeeEnemyLightMax         [ 0.0 - 1.0 ] Any light level above this is considered fully lit.
**											   Use 0.0 to have AI ignore lighting.
**
** CloakSensitivity [multiplier] The alpha value of the cloaked predator is scaled to a number between zero and one and then multiplied by this number.
** CloakAlphaCap [ range of real numbers]  This is the minimum and maximum that the cloaking alpha can affect the vision, after the sensitivity has been multiplied.
**
** CloakFalloffDistance [ range of units]	A cloaked target will start to truly disappear (rather than just be hard to see) at the first distance
**											and be completely invisible at the last distance or further.  Set to zero to have the distance effect turned off. 
**											Defaults to zero
**
** SeeCloakedRange [distance]		Works like SeeEnemy range, except this is for cloaked enemies
**
** 
** MeleeWeapon [name of weapon]   If set, the AI will switch to this weapon if target gets within EnterMeleeDistance. Is not used by aliens!
** EnterExitMeleeDistance [ range of units ] The minimum value indicates the range the target should be inside to cause the AI to switch to the melee weapon.
**											 The maximum value is when the range the target should be outside to cause the AI to switch back to normal weapon usage.
**
**
** TargetMaintainCloakedDuration [duration] Same as TargetMaintainDuration, except for cloaked enemies.
** TargetMaintainCloakedProbability [duration] Same as TargetMaintainChance, except for cloaked enemies.
** 
**
** FOVAngle			[ 0.0 - 360.0 ]  The angle of the field of view arc.
** StartFOVAngle     [ 0.0 - 360.0 ] The AI will take longer to notice enemies, starting at this angle (if the angle
**									  is less than the FOV angle).  This allows for a smooth drop off to zero at the FOV angle.
**									  Defaults to (FOVAngle*0.75)
** VerticalBlindAngle [ 0.0 - 360.0 ] The angle of the cone above their head in which they are blind.
**									  A value of 180 would not let them see above eye level.
** StartVerticalBlindAngle     [ 0.0 - 360.0 ] The AI will take longer to notice enemies, starting at this angle (if the angle
**									  is greater than the VerticalBlindAngle angle).  This allows for a smooth drop off to zero at the vertical blind angle.
**									  A value of 180 would start at eye level.
**									  Defaults to (VerticalBlindAngle*1.25)
**
**
** HearEnemyFootstepMaxNoiseDistance [ distance ] Will only hear footsteps from this noise range (noise range = distance*volume).  
**
**
**
** CowerDuration [range of sec.]	  The AI will stay at a cower node for this long before looking for another.
** CowerRunDistance   [units]		  The AI will run to another cower node if the enemy is at least this far away.
** CowerRunChance	  [ 0.0 - 1.0 ]   Chance that the AI will run when the enemy is outside run distance.  
**									  If this check fails, AI cower for another CowerDuration.
** CowerSafeDuration  [range of sec.] The AI will stop the cower goal if the enemy is outside SafeDistance for this duration.
** CowerSafeDistance  [units]		  The AI will consider itself safe if the enemy is outside this distance for SafeDuration time.
** CowerNotifyDistance [units]		  Other ally AI's within this distance will be checked for visibility and given "inv (disturbance_pos)" commands
**									  (which will cause them to investigate the disturbance if they have an investigate goal).
** CowerNotifyDelay [seconds]		  Wait this long between checks for AI's to notify.  When the goal starts it will check immediately, then every NotifyDelay seconds.
**
** InjuredSpeed [units per second]     Movement speed when "injured".  AI's are injured when they are missing a limb (currently only aliens do this).
**									   Defaults to 0, which means "don't affect the movement speed".
*/


[BaseAIAttrib]

Class = "None"
Weapon    = "Pulse_Rifle"
WeaponPosition = "RightHand"

Accuracy = 0.0

LurkRange = 250.0
SwitchWeaponDelay = 1.0
SwitchWeaponProbability = 0.8
SnipeTime = 5.0
LoseTargetTime = 5.0

CreepWalkSpeed = 20.0
CreepRunSpeed  = 50.0
CreepCrouchSpeed  = 20.0

DodgeProbability   = 0.0   // No dodge animations, was 0.5
DodgeDelay    = [0.0,0.0]  // No dodge animations, was [0.75, 1.5]
DodgeDistance   = [26.0, 32.0]

DodgeImpactDist = 250.0

BackoffProbability   = 0.75
BackoffDelay    = [1.0, 3.0]
BackoffDistance   = [32.0, 48.0]

ApproachTargetRepathTime = [5.0,10.0]
ApproachTargetFireTime = [0.25, 0.75]
ApproachTargetFireChance = 0.5

RunForCoverProbability = 0.5
RunForCoverDelay  = [2.0, 5.0]
CoverDuration  = [ 2.0, 5.0 ]

StuckFireDuration = [ 1.0, 3.0 ]

CrouchProbability  = 0.5
CrouchDelay        = [3.0, 8.0]

CowerDuration		= [10.0,15.0]
CowerRunDistance	= 300
CowerRunChance		= 0.75
CowerSafeDuration	= [10.0, 20.0]
CowerSafeDistance	= 1000
CowerNotifyDistance = 500
CowerNotifyDelay	= 1.0

InvestigateAnimDelay     = [0.5, 1.5]
InvestigateSuspiciousDur = [2.0, 4.0]
InvestigateSearchDur     = [3.0, 5.0]
InvestigateDelay		 = [5.0, 10.0]

TargetFullSighting = 1.0
TargetMaxFiredCheck = 0.5
TargetMinAttackingDist = 50.0
TargetDelay = 5.0
TargetMaintainDuration = 2.0
TargetMaintainProbability  = 0.8
TargetMaintainCloakedDuration = 1.0
TargetMaintainCloakedProbability = 0.5
TargetStillAttackingDuration = 1.0
TargetDecreaseLagTime  = 4.0
TargetIncreaseLagTime  = 0.5
TargetIdleLagTime  = 5.0
TargetMaxLag = 50.0
TargetMinLag = 30.0

MovementMaxWaitForOtherAI = 0.5
MovementMaxSnapTurnAngle = 180.0

InfluenceUpdateTime = 1.0
InfluenceCharacterRange = 1000.0
InfluenceOddsLimit = 5000
InfluenceSelfDamage = 1.5
InfluenceFearDuration = [0.75, 3.0]

SeeEnemyRange = 5000.0
SeeEnemyDecreaseStimulationTime = 1.0
SeeEnemyPartialLevel = 0.0
SeeEnemyAlertModifier = 2.0
SeeEnemyShortIncrStimulationTime = 0.15
SeeEnemyLongIncrStimulationTime = 2.0
SeeEnemyShortTimeDistance = 400.0
SeeEnemyLongTimeDistance =  1500.0
SeeEnemyLightMin = 0.5
SeeEnemyLightMax = 0.6
FOVAngle = 180.0
StartFOVAngle = 90.0
VerticalBlindAngle = 15.0

SeeEnemyFlashlightRange = 2000.0
SeeEnemyFlashlightIncreaseStimulationTime = 2.0
SeeEnemyFlashlightDecreaseStimulationTime = 5.0
SeeEnemyFlashlightPartialLevel = 0.0
SeeEnemyFlashlightLightMinimum = 0.0

SeeDeadBodyRange = 1000.0
SeeDeadBodyIncreaseStimulationTime = 2.0
SeeDeadBodyDecreaseStimulationTime = 2.0
SeeDeadBodyPartialLevel = 0.0

SeeCloakedRange = 750.0
SeeCloakedIncreaseStimulationTime = 4.0
SeeCloakedDecreaseStimulationTime = 2.0

CloakAlphaCap = [0.15, 0.6]
CloakSensitivity = 1.0
CloakFalloffDistance = [125.0, 250.0]

HearEnemyFootstepRange = 2000.0
HearEnemyFootstepIncreaseStimulationTime = -1.0
HearEnemyFootstepDecreaseStimulationTime = 5.0
HearEnemyFootstepPartialLevel = 0.0
HearEnemyAlertModifier = 2.0
HearEnemyFootstepMaxNoiseDistance = 1000.0

HearEnemyWeaponFireRange = 5000.0
HearEnemyWeaponFireIncreaseStimulationTime = -1.0
HearEnemyWeaponFireDecreaseStimulationTime = 5.0
HearEnemyWeaponFirePartialLevel = 0.0

HearAllyWeaponFireRange = 5000.0
HearAllyWeaponFireIncreaseStimulationTime = -1.0
HearAllyWeaponFireDecreaseStimulationTime = 5.0
HearAllyWeaponFirePartialLevel = 0.0

HearTurretWeaponFireRange = 5000.0
HearTurretWeaponFireIncreaseStimulationTime = -1.0
HearTurretWeaponFireDecreaseStimulationTime = 5.0
HearTurretWeaponFirePartialLevel = 0.0

HearWeaponImpactRange = 5000.0
HearWeaponImpactIncreaseStimulationTime = -1.0
HearWeaponImpactDecreaseStimulationTime = 5.0
HearWeaponImpactPartialLevel = 0.0

HearAllyPainRange = 5000.0
HearAllyPainIncreaseStimulationTime = -1.0
HearAllyPainDecreaseStimulationTime = 5.0
HearAllyPainPartialLevel = 0.0

HearAllyBattleCryRange = 5000.0
HearAllyBattleCryIncreaseStimulationTime = -1.0
HearAllyBattleCryDecreaseStimulationTime = 5.0
HearAllyBattleCryPartialLevel = 0.0

HearEnemyTauntRange = 0.0  // now disabled, was 1500.0
HearEnemyTauntIncreaseStimulationTime = 0.0  // now disabled, was 
HearEnemyTauntDecreaseStimulationTime = 0.0  // now disabled, was 
HearEnemyTauntPartialLevel = 0.0

HearDeathRange = 5000.0
HearDeathIncreaseStimulationTime = -1.0
HearDeathDecreaseStimulationTime = 5.0
HearDeathPartialLevel = 0.0


[MeatbotAIAttrib]
Parent 	= "BaseAIAttrib"
Name 	= "BasicMeatbot"
Class 	= "Marine"
Weapon 	= "Meatgun"
Accuracy = 0.8


[CorporateAIAttrib]
Parent = "BaseAIAttrib"
Name = "BasicCorporate"
Class = "Corporate"
Weapon = "Pulse_Rifle"

SeeEnemyRange = 5000.0
SeeEnemyDecreaseStimulationTime = 5.0
SeeEnemyPartialLevel = 0.3

SeeEnemyAlertModifier = 2.0

SeeEnemyShortIncrStimulationTime = 0.3
SeeEnemyLongIncrStimulationTime = 2.0

SeeEnemyShortTimeDistance = 250.0
SeeEnemyLongTimeDistance =  1500.0

SeeEnemyLightMin = 0.9
SeeEnemyLightMax = 1.0

FOVAngle = 180.0
StartFOVAngle = 80.0

VerticalBlindAngle = 25.0
StartVerticalBlindAngle = 240.0

HearEnemyFootstepRange = 550.0
HearEnemyFootstepIncreaseStimulationTime = 0.22
HearEnemyFootstepDecreaseStimulationTime = 3.0

HearEnemyFootstepPartialLevel = 0.55
HearEnemyAlertModifier = 2.0
HearEnemyFootstepMaxNoiseDistance = 1000.0

CloakSensitivity = 1.0
CloakFalloffDistance = [130.0, 500.0]


// add by hirurg.
[LoaderAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Loader"
Weapon = "LKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleLoaderAIAttrib]
Parent = "LoaderAIAttrib"
Name = "SimpleLoader"



// add by hirurg.
[MBTorsoAIAttrib]
Parent = "CorporateAIAttrib"
Name = "MBTorso"
Weapon = "LKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleMBTorsoAIAttrib]
Parent = "MBTorsoAIAttrib"
Name = "SimpleMBTorso"


// add by hirurg.
[MBLegsAIAttrib]
Parent = "CorporateAIAttrib"
Name = "MBLegs"
Weapon = "LKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleMBLegsAIAttrib]
Parent = "MBLegsAIAttrib"
Name = "SimpleMBLegs"



// add by hirurg.
[GhostAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Ghost"
Weapon = "LKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"
SeeEnemyRange = 5000.0
SeeEnemyAlertModifier = 10.0
SeeEnemyShortTimeDistance = 1000.0
SeeEnemyLongTimeDistance =  1500.0
HearEnemyFootstepRange = 1000.0
HearEnemyAlertModifier = 10.0
HearEnemyFootstepMaxNoiseDistance = 1000.0


[SimpleGhostAIAttrib]
Parent = "GhostAIAttrib"
Name = "SimpleGhost"


// add by hirurg.
[NightmareAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Nightmare"
Weapon = "NightmareRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleNightmareAIAttrib]
Parent = "NightmareAIAttrib"
Name = "SimpleNightmare"


// add by hirurg.
[WarDroneAIAttrib]
Parent = "CorporateAIAttrib"
Name = "WarDrone"
Weapon = "WarDroneRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleWardroneAIAttrib]
Parent = "WardroneAIAttrib"
Name = "SimpleWardrone"



// add by hirurg.
[SeekerAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Seeker"
Weapon = "SeekerRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleSeekerAIAttrib]
Parent = "SeekerAIAttrib"
Name = "SimpleSeeker"


// add by hirurg.
[SpacebossAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Spaceboss"
Weapon = "SpacebossRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"



// add by hirurg.
[BissmarkAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Bissmark"
Weapon = "BissmarkRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


// add by hirurg.
[SpiderAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Spider"
Weapon = "SGun"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleSpiderAIAttrib]
Parent = "SpiderAIAttrib"
Name = "SimpleSpider"


// add by hirurg.
[GunAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Gun"
Weapon = "GunGun"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimplegunAIAttrib]
Parent = "GunAIAttrib"
Name = "SimpleGun"


// add by hirurg.
[HammerAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Hammer"
Weapon = "HammerGun"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleHammerAIAttrib]
Parent = "HammerAIAttrib"
Name = "SimpleHammer"


[SimpleMeatbotAIAttrib]
Parent = "CorporateAIAttrib"
Name = "SimpleMeatbot"
Weapon = "MeatGunAI"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"



// add by hirurg.
[SecurityAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Security"
Weapon = "SecurityGun"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleSecurityAIAttrib]
Parent = "SecurityAIAttrib"
Name = "SimpleSecurity"


// add by hirurg.
[SpiderBombAIAttrib]
Parent = "CorporateAIAttrib"
Name = "SpiderBomb"
Weapon = "DKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleSpiderBombAIAttrib]
Parent = "SpiderBombAIAttrib"
Name = "SimpleSpiderBomb"


// MIKE [27.05.2002].
[SecuritySargeAIAttrib]
Parent = "CorporateAIAttrib"
Name = "SecuritySarge"
Weapon = "SecurityLaser"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleSecuritySargeAIAttrib]
Parent = "SecuritySargeAIAttrib"
Name = "SimpleSecuritySarge"


// add by hirurg.
[MineAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Mine"
Weapon = "DKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"

// add by hirurg.
[BombAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Bomb"
Weapon = "DKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"



// add by hirurg.
[WormAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Worm"
Weapon = "DKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


// add by hirurg.
[FinalBossAIAttrib]
Parent = "CorporateAIAttrib"
Name = "FinalBoss"
Weapon = "FinalBossRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


// add by hirurg.
[ScorpionAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Scorpion"
Weapon = "ScorpionRL"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleMineAIAttrib]
Parent = "SpiderBombAIAttrib"
Name = "SimpleMine"


[SimpleBombAIAttrib]
Parent = "SpiderBombAIAttrib"
Name = "SimpleBomb"


[SimpleWormAIAttrib]
Parent = "SpiderBombAIAttrib"
Name = "SimpleWorm"

[SimpleFinalBossAIAttrib]
Parent = "SpiderBombAIAttrib"
Name = "SimpleFinalBoss"
Weapon = "FinalBossRL"


[SimpleScorpionAIAttrib]
Parent = "SpiderBombAIAttrib"
Name = "SimpleScorpion"
Weapon = "ScorpionRL"


// add by hirurg.
[HareAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Hare"
Weapon = "<none>"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleHareAIAttrib]
Parent = "HareAIAttrib"
Name = "SimpleHare"


// add by hirurg.
[DiggerAIAttrib]
Parent = "CorporateAIAttrib"
Name = "Digger"
Weapon = "DKnife"
SecondaryWeapon = "<none>"
TertriaryWeapon = "<none>"


[SimpleDiggerAIAttrib]
Parent = "DiggerAIAttrib"
Name = "SimpleDigger"

