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Text File | 2001-03-05 | 1.1 MB | 52,911 lines |
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- Position X=882.5
- Position Y=1741
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- }
- Level Part=CEntityOverlayWalking
- {
- Name=crewmembers
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- Visible=1
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- Full Height=1
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- Is Marked For Deletion=0
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- AI=
- Activity=Array
- {
- Item Count=1
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- {
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- Any=CBorgStateAny
- {
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- {
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- }
- }
- Recharge=CBorgStateRecharge
- {
- Last State=Any
- Move Mode=Walk
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- {
- Item Count=0
- }
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- {
- SubAI=
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- AI Instigator=
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- AIs=Array
- {
- Item Count=2
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- {
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- Starting Angle=0
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- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=0
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- Turning Flag=0
- Starting Facing Angle=-999
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- }
- AI=CScanAreaAI
- {
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- Starting Angle=0
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- {
- Target=$Trigger
- }
- Execute Each Turn=0
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- Turning Flag=0
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- }
- }
- Current AI=0
- When Done=Do Nothing
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- Time To Recharge=2.5
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- }
- EndRecharge=CBorgStateEndRecharge
- {
- Last State=Any
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- {
- Item Count=0
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- {
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- AI Trigger=
- Action=CTriggerRelayAction
- {
- Relay Name=stun 7 relay
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- Executed Action=0
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- Patrol=CBorgStatePatrol
- {
- Last State=Any
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- {
- Item Count=0
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- Patrol AI=CSeriesAI
- {
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- AI Instigator=
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- AIs=Array
- {
- Item Count=6
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- {
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- Path Poly=path a
- Order=Go To End
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- End of path action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- TimeBeforCanReviseData=0
- Revise Point=0.000000,0.000000
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- Moving=CEntityBehaviorMoveToPos
- {
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- Path Finding Params=CWayPointPath
- {
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- }
- Pos Moving From=0.000000,0.000000
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- {
- }
- }
- }
- AI=CScanAreaAI
- {
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- Starting Angle=-30
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- Turn Sequence Name=Idle
- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=1
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- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
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- }
- AI=CPatrolPathAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Path Poly=path a1
- Order=Go To End
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- End of path action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- TimeBeforCanReviseData=0
- Revise Point=0.000000,0.000000
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- Target Point=0
- Moving=CEntityBehaviorMoveToPos
- {
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- {
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- {
- }
- }
- }
- AI=CScanAreaAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Starting Angle=-30
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- Turn Sequence Name=Idle
- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=1
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- Turning Flag=0
- Starting Facing Angle=-999
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- }
- AI=CPatrolPathAI
- {
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- Path Poly=path a2
- Order=Go To End
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- End of path action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- TimeBeforCanReviseData=0
- Revise Point=0.000000,0.000000
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- Target Point=0
- Moving=CEntityBehaviorMoveToPos
- {
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- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
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- }
- Pos Moving From=0.000000,0.000000
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- {
- }
- }
- }
- AI=CScanAreaAI
- {
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- Starting Angle=-30
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- Turn Sequence Name=Idle
- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=1
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- Turning Flag=0
- Starting Facing Angle=-999
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- }
- }
- Current AI=0
- When Done=Repeat Series
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- }
- Time to Patrol=-1
- How long have Patrolled=1
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- End Action=
- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
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- {
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- }
- Pos Moving From=0.000000,0.000000
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- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- }
- Alert=CBorgStateAlert
- {
- Last State=Any
- Move Mode=Run
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- {
- Item Count=0
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- Alert AI=CTurnToTargetAlertAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Turn behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
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- }
- Idle behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
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- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- }
- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
- }
- End Action=
- Next State=Got a Target
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- Attack=CBorgStateAttack
- {
- Last State=Any
- Move Mode=Run
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- {
- Item Count=0
- }
- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
- Marked For Deletion=0
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- AI Instigator=
- AI Trigger=
- Behavior=CShootWeaponBehavior
- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
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- Time Until Next Fidget=0
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- Fidgeting=0
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- State=Finished
- Weapon Definition=!None
- Wait Behavior=
- }
- }
- Start Action=
- End Action=
- }
- Pursue=CBorgStatePursue
- {
- Last State=Any
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- {
- Item Count=0
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- Pursue AI=CChasePursueAI
- {
- SubAI=
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- AFloat=CEntityBehaviorMoveToPos
- {
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- {
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- {
- }
- }
- Play Ratio=0
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- Start Action=
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- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
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- {
- Item Count=0
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- DoSomething AI=
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- }
- Inactive=CBorgStateInactive
- {
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- {
- Item Count=0
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- Inactive AI=
- Start Action=
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- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
- Done Sequence=Idle
- Done Frame=0
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- }
- Current State=Shutting Down
- }
- Stun=CBorgStateStun
- {
- Last State=Any
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- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- Time To Stun=30
- Show Effect=1
- Current State=Start
- Die Sequence=Death
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- OldFlag=0
- Warp Effect=
- Current Sequence=
- Count Down=0
- Attached to=
- Ignore Begin=0
- }
- Start Action=
- End Action=
- Next State=Recharge
- Old Flags=
- }
- Dead=CBorgStateDead
- {
- Last State=Any
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- {
- Item Count=0
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- }
- Retreat=CBorgStateRetreat
- {
- Last State=Any
- Move Mode=Run
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- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
- End Action=
- }
- Investigate=CBorgStateInvestigate
- {
- Last State=Any
- Move Mode=Run
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- {
- Item Count=0
- }
- Investigate AI=CChaseInvestigateAI
- {
- SubAI=
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- AI Instigator=
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- AFloat=CEntityBehaviorMoveToPos
- {
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- {
- Start Point=0,0
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- Path=
- }
- Pos Moving From=0.000000,0.000000
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- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=5
- Count To Investigate=0
- Radius to Investigate Point=27.5
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-20
- Ending Angle=20
- Turning Speed=10
- Time Between Turning=0.5
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=1
- Reset Each Begin=1
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- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=
- End Action=
- Time to track target=0
- }
- InvestigateDeadBody=CBorgStateInvestigateDeadBody
- {
- Last State=Any
- Move Mode=Run
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- {
- Item Count=0
- }
- Investigate Dead Body AI=CChaseInvestigateAI
- {
- SubAI=
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- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
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- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
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- Path=
- }
- Pos Moving From=0.000000,0.000000
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- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- Play Ratio=0
- Next Try To Move=0
- Time To Investigate=10
- Count To Investigate=0
- Radius to Investigate Point=25
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
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- Broadcaster=
- AI Instigator=
- AI Trigger=
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-45
- Ending Angle=45
- Turning Speed=25
- Time Between Turning=1
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=2
- Action=CDelayAction
- {
- Next Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Delay=3.5
- Forget Trigger=0
- }
- Action=CDoOnAllWithinRadiusAction
- {
- Target Entity=$instigator
- Start Action=
- Touching Action=CAddEffectAction
- {
- Who To Warp=$Instigator
- Warp Sound=Transporter Beaming Out.ogg
- Warp Behavior=CStarTrekTransporterEffectBehavior
- {
- Warp In=0
- Fade In=1
- Warp Time=1.75
- Warp Effect=CSimpleWarpEffect
- {
- Warp Effect=Transporter Effect
- }
- Cur Warp Time=0
- Delete When Finished=1
- Who we are connected to=
- Warp Overlay Effect=CSimpleOverlayEffect
- {
- Overlay Effect=Transporter Bodies Federation
- Current Frame=0
- }
- Num Rotations=4
- }
- }
- Done Action=
- Who To Ignore=
- Name Filter=
- Who To Affect=Dead Bodies
- Radius=40
- Y To X Ratio=0.712766
- }
- }
- }
- Execute Each Turn=0
- Reset Each Begin=1
- Current Time To Wait=0
- Current Start Angle=0
- Current End Angle=0
- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- }
- Start Action=CTriggerRelayAction
- {
- Relay Name=Dead Investigate Sounds
- }
- End Action=
- }
- GotATarget=CBorgStateGotATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Acquired a Target=Attack
- Had a Target=Investigate
- Dead Body=Investigate Dead Body
- Default=Patrol
- }
- LostATarget=CBorgStateLostATarget
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Had a Target=Investigate
- Default=Patrol
- }
- TargetAcquired=CBorgStateTargetAcquired
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- TargetLost=CBorgStateTargetLost
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Paused=CBorgStatePaused
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- Idle Started=0
- }
- RunAway=CBorgStateRunAway
- {
- Last State=Patrol
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- RunAway AI=CRunAwayRetreatAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- TimeOfLastChangeDirectionDueToCollide=0
- Moving=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
- Smooth Turning=0
- Do Path Finding=1
- Finished=1
- Failed Last Path=0
- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
- End Point=0,0
- Length=0
- Max Dist To Travel=0
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- Max Failed Paths=0
- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
- Final Dest=0.000000,0.000000
- Cur Dest Move To=0.000000,0.000000
- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Retry New Point=0
- Radius=0
- }
- }
- Target If Hit=1
- Investigate Sounds=1
- Damage Action=
- Stun State=Stun
- Run Away If Too Close=1
- Targeting=CBorgSetClosestTarget
- {
- Max Distance=350
- Vision Cone=120
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player
- }
- Current State=Patrol
- Retreat At Percent=20
- Had Target=0
- Weapon Dist=0
- Weapon Dist Sqrd=0
- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
- Array Count=1
- Array Item=CBorgTransition
- {
- Trigger=Every Time
- From State=Stun
- To State=Any
- Action=CTriggerRelayAction
- {
- Relay Name=Stun Done Voice Relay
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- {
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- {
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- {
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- Behavior=CShootWeaponBehavior
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- Who To Warp=$Instigator
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- Done Action=
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- Name Filter=
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- Start Action=CTriggerRelayAction
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- }
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- TargetLost=CBorgStateTargetLost
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- Paused=CBorgStatePaused
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- RunAway AI=CRunAwayRetreatAI
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- {
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- Target If Hit=1
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- Current State=Patrol
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- Starting Angle=-45
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- Touching Action=CAddEffectAction
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- Who To Warp=$Instigator
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- Done Action=
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- Name Filter=
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- Start Action=CTriggerRelayAction
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- TargetLost=CBorgStateTargetLost
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