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- {
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- }
- Level Part=CEntityOverlayWalking
- {
- Name=security
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- {
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- {
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- {
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- {
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- {
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- {
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- {
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- {
- Target=$Trigger
- }
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- {
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- {
- Target=$Trigger
- }
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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
- {
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- {
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- Action=CMultipleActionsAction
- {
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- {
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- {
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- Action=CDelayAction
- {
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- {
- Sound=ENEMIES/Federation/speech/LockDown 7G.ogg
- Position=$Trigger
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- {
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- {
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- {
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- {
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- {
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- {
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- Cur Warp Time=0
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- Who we are connected to=
- Warp Overlay Effect=CSimpleOverlayEffect
- {
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- Action=CActivateAction
- {
- Target Name=backup security 3
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- Patrol=CBorgStatePatrol
- {
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- {
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- Patrol AI=CSeriesAI
- {
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- {
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- {
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- {
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- Path Finding Params=CWayPointPath
- {
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- Pos Moving From=0.000000,0.000000
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- Path Collide Checker=CPathCollideChecker
- {
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- }
- State=Going Home
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- AI=CScanAreaAI
- {
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- Starting Angle=-20
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- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
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- Execute Each Turn=1
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- Turning Flag=0
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- }
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- Current AI=0
- When Done=Do Nothing
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- Time to Patrol=-1
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- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
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- {
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- Turn Behavior=CEntityBehaviorTurnToAngle
- {
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- Alert=CBorgStateAlert
- {
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- {
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- Turn behavior=CEntityBehaviorTurnToAngle
- {
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- Idle behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
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- Time Until Next Fidget=0
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- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
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- End Action=
- Next State=Got a Target
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- Attack=CBorgStateAttack
- {
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- {
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- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
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- Behavior=CShootWeaponBehavior
- {
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- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
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- {
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- State=Finished
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- {
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- {
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- {
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- Play Ratio=0
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- DoSomething=CBorgStateDoSomething
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- Time To Stun=30
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- Next State=Recharge
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- {
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- {
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- {
- Item Count=0
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- Start Action=
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- }
- Investigate=CBorgStateInvestigate
- {
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- {
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- Investigate AI=CChaseInvestigateAI
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- AFloat=CEntityBehaviorMoveToPos
- {
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- Turn Behavior=CEntityBehaviorTurnToAngle
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- Play Ratio=0
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- Start Action=
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- InvestigateDeadBody=CBorgStateInvestigateDeadBody
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- {
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- Pos Moving From=0.000000,0.000000
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- {
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- Turn Behavior=CEntityBehaviorTurnToAngle
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- Play Ratio=0
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- AI=CScanAreaAI
- {
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- AI Instigator=
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- Starting Angle=-45
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- {
- Action=Array
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- Target=$Trigger
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- Action=CDoOnAllWithinRadiusAction
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- Target Entity=$instigator
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- Touching Action=CAddEffectAction
- {
- Who To Warp=$Instigator
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- {
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- {
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- Cur Warp Time=0
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- Who we are connected to=
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- Done Action=
- Who To Ignore=
- Name Filter=
- Who To Affect=Dead Bodies
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- Execute Each Turn=0
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- Start Action=CTriggerRelayAction
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- }
- GotATarget=CBorgStateGotATarget
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- Acquired a Target=Attack
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- TargetLost=CBorgStateTargetLost
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- Paused=CBorgStatePaused
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- RunAway=CBorgStateRunAway
- {
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- {
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- RunAway AI=CRunAwayRetreatAI
- {
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- AI Instigator=
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- TimeOfLastChangeDirectionDueToCollide=0
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- Pos Moving From=0.000000,0.000000
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- {
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- }
- Retry New Point=0
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- Target If Hit=1
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- Damage Action=
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- {
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- Current State=Patrol
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- Transitions=CBorgTransitionHolder
- {
- Transition=Array
- {
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- {
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- Relay Name=Stun Done Voice Relay
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- IsDone=0
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- Debug=0
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- {
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- State To Change To=Any
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- Category=Enemy
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- Model=Characters/Federation Generic Body
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- {
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- {
- Item Count=2
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- Action=CTriggerRelayAction
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- Relay Name=the stun relay
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- Other Map Name=Mission 02/02 Leyte Gulf Bay.zax
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- Action=CTriggerRelayAction
- {
- Relay Name=Death relay
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- Default Death Type=Klingon
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- BehaviorStack=CEntityBehaviorStack
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- {
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- Item Count=1
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- {
- Definition Index=Phaser
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- Discovered Items=Array
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- Name=backup security 1
- Child List=
- Visible=1
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- Full Height=1
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- Is Marked For Deletion=0
- Occludes Sound=0
- AI=
- Activity=Array
- {
- Item Count=1
- Activity=CBorgAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Any=CBorgStateAny
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Recharge=CBorgStateRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Recharge AI=CSeriesAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AIs=Array
- {
- Item Count=2
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=0
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- Turning Speed=200
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=0
- Reset Each Begin=1
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- Current Start Angle=0
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- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
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- AI Instigator=
- AI Trigger=
- Starting Angle=0
- Ending Angle=-180
- Turning Speed=200
- Time Between Turning=0
- Start Out Waiting=0
- Start Counterclockwise=0
- Turn Sequence Name=Idle
- End Turn Action=CSendAIDoneMessage
- {
- Target=$Trigger
- }
- Execute Each Turn=0
- Reset Each Begin=1
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- Current Start Angle=0
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- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- }
- Current AI=0
- When Done=Do Nothing
- Restart Series Next Begin=0
- }
- Time To Recharge=2.5
- Current Recharge Time=0
- Start Action=
- End Action=
- }
- EndRecharge=CBorgStateEndRecharge
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- End Recharge AI=
- }
- Patrol=CBorgStatePatrol
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Patrol AI=CScanAreaAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Starting Angle=-30
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- Turning Speed=10
- Time Between Turning=1
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- Start Counterclockwise=0
- Turn Sequence Name=Idle
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- Execute Each Turn=0
- Reset Each Begin=1
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- Current Start Angle=0
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- Waiting=1
- Turning Flag=0
- Starting Facing Angle=-999
- Complete Turn Time=0
- Current Turn Time=0
- }
- Time to Patrol=15
- How long have Patrolled=1
- Start Action=
- End Action=
- Current State=0
- Move Behavior=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
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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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- Last Neg Dist=0
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- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Turn Behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- }
- }
- Alert=CBorgStateAlert
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Alert AI=CTurnToTargetAlertAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Turn behavior=CEntityBehaviorTurnToAngle
- {
- Old Stationary Flag=0
- Angle To Turn To=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
- }
- }
- Alert Time=2
- Start Action=CTriggerRelayAction
- {
- Relay Name=Attack Voice Relay
- }
- End Action=
- Next State=Got a Target
- }
- Attack=CBorgStateAttack
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Attack AI=CStarTrekStandGroundAttackAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Behavior=CShootWeaponBehavior
- {
- Play Sequence=
- Turn Behavior=CAimWeaponAtTargetBehavior
- {
- }
- Idle Behavior=CEntityBehaviorIdle
- {
- Num Seconds=1
- Seconds Have Transitioned=0
- Override Fidget Options=
- Time Until Next Fidget=0
- FPS Play Ratio=1
- Fidgeting=0
- }
- State=Finished
- Weapon Definition=!None
- Wait Behavior=
- }
- }
- Start Action=
- End Action=
- }
- Pursue=CBorgStatePursue
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Pursue AI=CChasePursueAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
- Angle To Turn To=0
- Play Ratio=1
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- 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
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- Pos To Move Index=0
- Dist So Far=0
- Path=
- }
- Pos Moving From=0.000000,0.000000
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- Last Neg Dist=0
- NumTimesLostGound=0
- Path Collide Checker=CPathCollideChecker
- {
- }
- }
- Play Ratio=0
- Next Try To Move=0
- }
- Start Action=
- End Action=
- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
- Move Mode=Walk
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- {
- Item Count=0
- }
- DoSomething AI=
- Start Action=
- End Action=
- }
- Inactive=CBorgStateInactive
- {
- Last State=Any
- Move Mode=Walk
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- {
- Item Count=0
- }
- Inactive AI=
- Start Action=
- End Action=
- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
- Done Sequence=Idle
- Done Frame=0
- Was Stationary=0
- Old Play Ratio=0
- }
- Current State=Shutting Down
- }
- Stun=CBorgStateStun
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Time To Stun=30
- Show Effect=1
- Current State=Start
- Die Sequence=Death
- Dead Sequence=Dead
- Stand Up Sequence=GetUp
- 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
- Move Mode=Walk
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- {
- Item Count=0
- }
- }
- Retreat=CBorgStateRetreat
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
- End Action=
- }
- Investigate=CBorgStateInvestigate
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
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- Play Ratio=1
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- Finished=1
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- Move To Rate=0
- CurTargetNormalX=0
- CurTargetNormalY=0
- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
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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
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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=
- Marked For Deletion=0
- Broadcaster=
- 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
- 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=
- End Action=
- Time to track target=0
- Num Failed=0
- }
- InvestigateDeadBody=CBorgStateInvestigateDeadBody
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate Dead Body AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=CEntityBehaviorMoveToPos
- {
- Old Stationary Flag=0
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- Play Ratio=1
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- Do Path Finding=1
- Finished=1
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- Move To Rate=0
- CurTargetNormalX=0
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- Path Finding Params=CWayPointPath
- {
- Start Point=0,0
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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
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- Cur Dest Move To=0.000000,0.000000
- 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=10
- Count To Investigate=0
- Radius to Investigate Point=25
- Run To Investigate=1
- State=Chasing
- Investigate AI=CScanInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- 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
- Overlay YOffset=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=400
- Vision Cone=120
- Must Be Collideable=1
- Must Have HPs=1
- Valid Targets=Player
- }
- Current State=Patrol
- Retreat At Percent=0
- 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
- }
- IsDone=0
- }
- }
- }
- Debug=0
- Dead Bodies=Array
- {
- Item Count=0
- }
- State To Change To=Any
- Need To Change State=0
- AI Paused=0
- Start Position=0.000000,0.000000
- Original Weapon Setting=4294967295
- Blind Time=0
- Retreat Time=0
- Stand Ground Time=0
- Check New Target Delay Countdown=0
- }
- }
- Category=Enemy
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Characters/Federation Generic Body
- Position X=1753
- Position Y=117
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- Cur Damage=0
- Destroyed Action=CMultipleActionsAction
- {
- Action=Array
- {
- Item Count=2
- Action=COtherMapAction
- {
- Action=CTriggerRelayAction
- {
- Relay Name=the stun relay
- }
- Other Map Name=Mission 02/02 Leyte Gulf Bay.zax
- }
- Action=CTriggerRelayAction
- {
- Relay Name=Death relay
- }
- }
- }
- Default Death Type=Klingon
- Show Health If Player=1
- Play Ratio=0
- Facing Angle=1.01229
- Start FacingAngle=1.01229
- Updates Since Relocate=0
- Current Frame=0
- Created By=
- BehaviorStack=CEntityBehaviorStack
- {
- InProcess=0
- Blocking Priority=Idle
- BehaviorList=Array
- {
- Item Count=0
- }
- }
- Has Seperate Upper Body=0
- Render Effect List=Array
- {
- Item Count=0
- }
- Came From Map=
- Came From Position X=0
- Came From Position Y=0
- Friction=0
- Velocity X=0
- Velocity Y=0
- Acceleration X=0
- Acceleration Y=0
- Inventory=CInventory
- {
- Inventory List=Array
- {
- Item Count=1
- Inventory Item=CStarTrekEnergyWeaponInventoryItem
- {
- Definition Index=Phaser
- Current Delay=0
- Broadcaster=
- Enhance Time=0
- Currently Using=0
- Is On Overload=0
- Overload Time=0
- Max Overload Time=0
- Weapon Setting=Kill
- Current Energy=100
- }
- }
- Discovered Items=Array
- {
- Item Count=0
- }
- Disposed Items=Array
- {
- Item Count=0
- }
- Cur Focus Index=4294967295
- }
- Home Pos X=1753
- Home Pos Y=117
- Weapons Use Amo=0
- LastDischargePosX=0
- LastDischargePosY=0
- LastDischargeDefIndex=-1
- LastDischargeSequenceName=
- Waiting For Discharge=0
- Still Shooting=0
- Movement Speed=Walk
- Overlay Model=Characters/Head Fed Generic 01
- }
- Level Part=CEntityBase
- {
- Name=
- Child List=
- Visible=1
- Collideable=1
- Half Height=0
- Full Height=1
- Tries To Collide=0
- Has Hit Points=0
- Stationary=1
- Active=1
- Is Temporarily Excluded=0
- Is Marked For Deletion=0
- Occludes Sound=0
- AI=
- Activity=Array
- {
- Item Count=0
- }
- Category=
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Environments/Akira Ship/Doors/Interior Door/Interior Door 04 Side2
- Position X=1765
- Position Y=221
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- }
- Level Part=CEntityBase
- {
- Name=
- Child List=
- Visible=1
- Collideable=1
- Half Height=0
- Full Height=1
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- Stationary=1
- Active=1
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- Is Marked For Deletion=0
- Occludes Sound=0
- AI=
- Activity=Array
- {
- Item Count=0
- }
- Category=
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Environments/Akira Ship/Doors/Interior Door/Interior Door 04 Top
- Position X=1765
- Position Y=221
- Rendering Height=0
- Rendering Height Float=0
- Cur Sequence=Idle
- }
- Level Part=CEntityAnimated
- {
- Name=
- Child List=
- Visible=1
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- Half Height=0
- Full Height=1
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- Stationary=1
- Active=1
- Is Temporarily Excluded=0
- Is Marked For Deletion=0
- Occludes Sound=0
- AI=
- Activity=Array
- {
- Item Count=2
- Activity=CDoorAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Is Locked=0
- Allow Open or Close?=
- Before Open=
- After Opened=
- Before Closed=
- After Closed=
- After Locked=
- After Unlocked=
- Auto-Close Timeout=0
- State=Closed
- Timeout Time Left=0
- Frame Andvance=0
- Next Pain=0
- Triggered By Players=1
- Triggered By Enemies=1
- }
- Activity=CAnyTouchingOvalTriggerAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Enter Action=COpenDoorAction
- {
- Door Name=$trigger
- Delay Between Doors=0
- }
- Enter Action Delay=0
- Exit Action=CCloseDoorAction
- {
- Door Name=$trigger
- Delay Between Doors=0
- }
- Exit Action Delay=0.5
- Triggered by=Enemy,Player
- Anything touching=0
- Action to Execute=
- Countdown time=0
- Instigator=
- X Radius=30
- YX Ratio=0.712766
- }
- }
- Category=
- Current Target=
- Targeting Point=0.000000,0.000000
- Broadcaster=
- Model=Environments/Akira Ship/Doors/Interior Door/Interior Door 04
- Position X=1764
- Position Y=225
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- Pursue AI=CChasePursueAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=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
- Num Failed Paths=0
- 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
- {
- }
- }
- Play Ratio=0
- Next Try To Move=0
- }
- Start Action=
- End Action=
- }
- DoSomething=CBorgStateDoSomething
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- DoSomething AI=
- Start Action=
- End Action=
- }
- Inactive=CBorgStateInactive
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Inactive AI=
- Start Action=
- End Action=
- PlaySequenceBehavior=CEntityBehaviorPlaySequenceOnce
- {
- Sequence=Idle
- Speed To Play=1
- Done Sequence=Idle
- Done Frame=0
- Was Stationary=0
- Old Play Ratio=0
- }
- Current State=Shutting Down
- }
- Stun=CBorgStateStun
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Stun AI=CStunAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- Time To Stun=30
- Show Effect=1
- Current State=Start
- Die Sequence=Death
- Dead Sequence=Dead
- Stand Up Sequence=GetUp
- 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
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- }
- Retreat=CBorgStateRetreat
- {
- Last State=Any
- Move Mode=Walk
- Old AI=Array
- {
- Item Count=0
- }
- Retreat AI=
- Start Action=
- End Action=
- }
- Investigate=CBorgStateInvestigate
- {
- Last State=Any
- Move Mode=Run
- Old AI=Array
- {
- Item Count=0
- }
- Investigate AI=CChaseInvestigateAI
- {
- SubAI=
- Marked For Deletion=0
- Broadcaster=
- AI Instigator=
- AI Trigger=
- AFloat=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
- Num Failed Paths=0
- 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
- {
- }
- }
- 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=
- Marked For Deletion=0
- Broadcaster=
- 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 Counterclockwis