# Settings available
# SfxHurt, SfxHurtSmall, SfXDeath, SfxStamina, SfxSpawn, SfxRandom, SfxRandomTimer, SfxAlter, SfxAlertTime
#
# 
#== PLAYER
{ Entity Name: PlyMale  
  EntityType: Player

  # ModelType: Player
  # Mesh: Player/SciFiMaleNoHelmet/SciFiMaleNoHelmetPrefab
  # AvatarController: Player

  ModelType: PlayerUMA
  Mesh: Player/UMAAvatarPrefabMale
  AvatarController: PlayerUMA
    
  Class: Player
  Prefab: Player
  
  MeshHelmet: Player/SciFiMale/SciFiMalePrefab  
  MeshFP: Player/SciFiMale/SciFiMaleFPVPrefab
  Parent: Players
  RightHandJointName: RightHand
  LeftHandJointName: LeftHand
  PlayerBikeHandPos: 2

  
  SurfaceCategory: human

  PushFactor: 5
  Weight: 70
  
  VolumeCapacity: 500

  MaxHealth: 500
  TimeStayAfterDeath: 5
  AllowUserInstantiate: false

  SfxHurt: Player_Male/MaleHurt
  SfxHurtSmall: Player_Male/MaleHurtLittle
  SfxDeath: Player_Male/MaleDeath
  SfxStamina: Player_Male/heart_beat

  MapIcon: map_ply

  
  IsEnemy: false
  
  DropInventoryEntity: Backpack
  UpdateClusterInfo: true   
}

{ Entity Name: PlyFemale
  
  EntityType: Player
  
  # ModelType: Player
  # Mesh: Player/SciFiFemaleNoHelmet/SciFiFemaleNoHelmetPrefab
  # AvatarController: Player  
  
  ModelType: PlayerUMA
  Mesh: Player/UMAAvatarPrefabFemale
  AvatarController: PlayerUMA
  
  Class: Player
  Prefab: Player
  
  MeshHelmet: Player/SciFiFemale/SciFiFemalePrefab
  MeshFP: Player/SciFiFemale/SciFiFemaleFPVPrefab
  
  Parent: Players
  RightHandJointName: RightHand
  LeftHandJointName: LeftHand
  PlayerBikeHandPos: 2

  
  SurfaceCategory: human

  PushFactor: 5
  Weight: 70
  
  VolumeCapacity: 500

  MaxHealth: 500

  
  
  TimeStayAfterDeath: 5
  AllowUserInstantiate: false

  SfxHurt: PlyFemale/FemaleHurt
  SfxHurtSmall: PlyFemale/FemaleHurtLittle
  SfxDeath: PlyFemale/FemaleDeath
  SfxStamina: Player_Male/heart_beat

  
  MapIcon: map_ply

  
  IsEnemy: false
# ItemsOnEnterGame: "Drill,Pistol"
  DropInventoryEntity: Backpack
  UpdateClusterInfo: true       
}

{ Entity Name: Backpack
  EntityType: PlayerBackpack
  
  Mesh: Misc/CargoDropNewUCHPrefab   #In case you do not want the Backpack with UCH logo, use CargoDropNewPrefab instead.
  BlockColor: "0,100,255"
  ModelType: Custom
  Prefab: Backpack
  Class: Backpack
  Parent: Backpack
  #property name=AvatarController value=Enemy

  TimeStayAfterDeath: 1500
  AllowUserInstantiate: false

  VolumeCapacity: 500

  IsEnemy: false
  LootListOnDeath: 11
  # MapIcon: map_flag
  MapIcon: map_backpack2
  HudInfo: false
}

{ Entity Name: DropContainer                              #Gets dropped with this model f.ex. if a Device/Block is put into a container and the container is destroyed
  EntityType: DropContainer
  
  Mesh: Misc/DropContainerNewPrefab                       #DropContainerPrefab still available!
  BlockColor: "0,100,255"
  ModelType: Custom
  Prefab: Backpack
  Class: Container
  Parent: Backpack
  #property name=AvatarController value=Enemy

  TimeStayAfterDeath: 900
  AllowUserInstantiate: false

  IsEnemy: false
  LootListOnDeath: 80
  HudInfo: false
}

{ Entity Name: MissionContainer
  EntityType: MissionContainer
  
  Mesh: Misc/DropContainerPrefab
  BlockColor: "0,100,255"
  ModelType: Custom
  Prefab: Backpack
  Class: MissionContainer
  Parent: Backpack
  #property name=AvatarController value=Enemy 

  TimeStayAfterDeath: 900
  AllowUserInstantiate: false

  IsEnemy: false
  LootListOnDeath: 11
  HudInfo: false
  MapIcon: map_backpack2
}

{ Entity Name: ExplosiveDevice
  EntityType: ExplosiveDevice
  
  Mesh: Misc/ScifiExplosiveDevice1Prefab
  ModelType: Custom
  Prefab: Explosives
  Class: Explosives
  Parent: Explosives

  SurfaceCategory: metal
  MaxHealth: 5
  TimeStayAfterDeath: 0

  SfxSpawn: UseActions/ExplosivesTimer

  #Explosion on death  
  # Damage: 1000       # Does not work with shields
  BlastParticleIndex: 9
  BlastRadius: 2
  BlastDamage: 5000
  BlastDamageMultiplier_1: 0.3, param1: hull|hullarmored|hullcombat
  BlastDamageMultiplier_2: 3, param1: metal|metalhard
  BlastDamageMultiplier_3: 0.7, param1: shield

  AllowUserInstantiate: false
}

#{ Entity Name: DeployableShieldDevice   #DO NOT USE YET!
#  EntityType: DeployableShieldDevice
#  
#  Mesh: Misc/DeployableShieldPrefab
#  ModelType: Custom
#  Prefab: DeployableShields
#  Class: DeployableShields
#  Parent: DeployableShields
#
#  SurfaceCategory: shield # show energy impact when hit 
#  MaxHealth: 5
#  TimeStayAfterDeath: 0
#
#  SfxSpawn: Shield/wpn_scifi_shield_up_faster
#  SfxRandomTime: 1.0   
#  SfxRandom: Generators/Shield Generator Hum - SV.wav
#
#  #Explosion on death  
#  # Damage: 1000       # Does not work with shields
#  BlastParticleIndex: 12
#  BlastRadius: 1
#  BlastDamage: 0
#  BlastDamageMultiplier_1: 0.3, param1: hull|hullarmored|hullcombat
# # BlastDamageMultiplier_2: 3, param1: metal|metalhard
#  BlastDamageMultiplier_3: 0.7, param1: shield
#
#  AllowUserInstantiate: true
#  ItemOnPickup: DeployableShield
# # BlockName: DeployableShieldDevice
#  DropInventoryItem: DeployableShield   # after 5 minutes the bike will turn into this item
#}

##ESCAPE POD - normal##/
{ Entity Name: EscapePod
  
  Mesh: Misc/EscapePodPrefab
  MeshDead: Misc/EscapePodDamagedPrefab
  ModelType: Custom
  Prefab: EscapePod
  EntityType: EscapePod
  Class: EscapePod
  Parent: SV

  MaxHealth: 1

  TimeStayAfterDeath: 1000

  IsEnemy: false
  #property name=LootListOnDeath value=34   --- Is taken now from difficulty level 
  MapIcon: map_EscapePod
  HudInfo: false

  AllowUserInstantiate: false
}

##ESCAPE POD - new start##
{ Entity Name: EscapePod_NewStart
  
  Mesh: Misc/EscapePodPrefab
  MeshDead: Misc/EscapePodDamagedPrefab
  ModelType: Custom
  Prefab: EscapePod
  EntityType: EscapePod
  Class: EscapePod
  Parent: SV

  MaxHealth: 1

  TimeStayAfterDeath: 2000

  IsEnemy: false
  # LootListOnDeath: 35
  MapIcon: map_EscapePod
  HudInfo: false

  AllowUserInstantiate: false
}

##CONSTRUCTION DRONE##
{ Entity Name: PlayerDrone
  EntityType: PlayerDrone
  Mesh: Misc/PlayerDroneV2Prefab
  ModelType: Custom
  Prefab: PlayerDrone
  Class: PlayerDrone
  Parent: SV

  SurfaceCategory: metal
  MaxHealth: 50
  TimeStayAfterDeath: 0
  AllowUserInstantiate: false

  XpFactor: 0

  BlastParticleIndex: 9
  BlastRadius: 2
}
## SURVIVAL CONSTRUCTOR
{ Entity Name: SurvivalConstructor
  EntityType: TerrainPlaceable
  ModelType: TerrainPlaceable
  Mesh: Misc/DropContainerPrefab
  Prefab: TerrainPlaceable
  Class: SurvivalConstructor
  Parent: TerrainPlaceables

  
  SurfaceCategory: stone

  IsEnemy: false

  MaxHealth: 100
  ViewAngle: 180
  Weight: 70

  TimeStayAfterDeath: 10

  AllowUserInstantiate: false
  
  ItemOnPickup: SurvivalConstructor
  BlockName: ConstructorSurvival    # this is only for putting the BlockValue into the DB table TerrainPlaceables
  BlockColor: "110,110,110"
}
##MOTORBIKE##
{ Entity Name: PlayerBike
  EntityType: PlayerBike
  Mesh: Misc/Hoverbike/Prefab/HoverbikePrefab
  #Mesh: Misc/PlayerBikePrefab
  ModelType: Custom
  Prefab: PlayerBike
  Class: PlayerBike
  Parent: PlayerBike

  SurfaceCategory: metal
  MaxHealth: 50
  TimeStayAfterDeath: 0

  MapIcon: map_PlayerBike
  HudInfo: false

  XpFactor: 0

  
  BlastParticleIndex: 9
  BlastRadius: 2

  AllowUserInstantiate: true

  ItemOnPickup: PlayerBike
  DropInventoryItem: PlayerBike   # after 5 minutes the bike will turn into this item
}

{ Entity Name: HoverbikeWasp
  EntityType: PlayerBike
  Mesh: Misc/Hoverbike/Prefab/HoverbikeWaspPrefab
  #Mesh: Misc/PlayerBikePrefab
  ModelType: Custom
  Prefab: PlayerBike
  Class: PlayerBike
  Parent: PlayerBike

  SurfaceCategory: metal
  MaxHealth: 50
  TimeStayAfterDeath: 0

  MapIcon: map_PlayerBike
  HudInfo: false

  XpFactor: 0

  
  BlastParticleIndex: 9
  BlastRadius: 2

  AllowUserInstantiate: true
  AllowInSpawners: true

  ItemOnPickup: HoverbikeWasp  #Requires ITEM to be added in itemsconfig.ecf!
  DropInventoryItem: HoverbikeWasp   # after 5 minutes the bike will turn into this item; Requires ITEM to be added in itemsconfig.ecf!
}
{ Entity Name: HoverbikeHunter
  EntityType: PlayerBike
  Mesh: Misc/Hoverbike/Prefab/HoverbikeHunterPrefab
  #Mesh: Misc/PlayerBikePrefab
  ModelType: Custom
  Prefab: PlayerBike
  Class: PlayerBike
  Parent: PlayerBike

  SurfaceCategory: metal
  MaxHealth: 50
  TimeStayAfterDeath: 0

  MapIcon: map_PlayerBike
  HudInfo: false

  XpFactor: 0

  
  BlastParticleIndex: 9
  BlastRadius: 2

  AllowUserInstantiate: true
  AllowInSpawners: true

  ItemOnPickup: HoverbikeHunter  #Requires ITEM to be added in itemsconfig.ecf!
  DropInventoryItem: HoverbikeHunter   # after 5 minutes the bike will turn into this item; Requires ITEM to be added in itemsconfig.ecf!
}

{ Entity Name: HoverbikeSpeedstar
  EntityType: PlayerBike
  Mesh: Misc/Hoverbike/Prefab/HoverbikeSpeedstarPrefab
  #Mesh: Misc/PlayerBikePrefab
  ModelType: Custom
  Prefab: PlayerBike
  Class: PlayerBike
  Parent: PlayerBike

  SurfaceCategory: metal
  MaxHealth: 50
  TimeStayAfterDeath: 0

  MapIcon: map_PlayerBike
  HudInfo: false

  XpFactor: 0

  
  BlastParticleIndex: 9
  BlastRadius: 2

  AllowUserInstantiate: true
  AllowInSpawners: true

  ItemOnPickup: HoverbikeSpeedstar  #Requires ITEM to be added in itemsconfig.ecf!
  DropInventoryItem: HoverbikeSpeedstar   # after 5 minutes the bike will turn into this item; Requires ITEM to be added in itemsconfig.ecf!
}
{ Entity Name: HoverbikeHowler
  EntityType: PlayerBike
  Mesh: Misc/Hoverbike/Prefab/HoverbikeHowlerPrefab
  #Mesh: Misc/PlayerBikePrefab
  ModelType: Custom
  Prefab: PlayerBike
  Class: PlayerBike
  Parent: PlayerBike

  SurfaceCategory: metal
  MaxHealth: 50
  TimeStayAfterDeath: 0

  MapIcon: map_PlayerBike
  HudInfo: false

  XpFactor: 0

  
  BlastParticleIndex: 9
  BlastRadius: 2

  AllowUserInstantiate: true
  AllowInSpawners: true

  ItemOnPickup: HoverbikeHowler  #Requires ITEM to be added in itemsconfig.ecf!
  DropInventoryItem: HoverbikeHowler   # after 5 minutes the bike will turn into this item; Requires ITEM to be added in itemsconfig.ecf!
}
# Not used any more. Only used shortly in A6.1. Remove as soon as we do a savegame break!
{ Entity Name: PlayerBikeFolded
  EntityType: PlayerBikeFolded
  
  Mesh: Misc/PlayerBikeFoldedPrefab
  BlockColor: "0,100,255"
  ModelType: Custom
  Prefab: Backpack
  Class: Backpack
  Parent: Backpack
# property name=AvatarController value=Enemy 

  TimeStayAfterDeath: 1500
  AllowUserInstantiate: false

  IsEnemy: false
  LootListOnDeath: 11
  MapIcon: map_PlayerBike
}

##HOVER VESSEL##
{ Entity Name: HV_Player
  EntityType: HV
  ModelType: ChunkClusterSV, param1: HV_Player, param2: 8
  Prefab: SV           # determines the PEntity prefab that is used
  Class: ShipHV
  UseProxy: true
  Parent: HV

  MaxHealth: 20000
  ViewAngle: 180
  Weight: 70

  TimeStayAfterDeath: 1.5

  MapIcon: map_GV

  IsEnemy: false

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  
  BlastParticleIndex: 1
  BlastRadius: 3

  AllowUserInstantiate: false
}

##SMALL VESSELS##
{ Entity Name: SV_Player
  EntityType: SV
  ModelType: ChunkClusterSV, param1: SV_Player, param2: 8
  Prefab: SV
  Class: ShipSV
  UseProxy: true
  Parent: SV

  MaxHealth: 20000
  ViewAngle: 180
  Weight: 70

  TimeStayAfterDeath: 1.5

  MapIcon: map_SS

  IsEnemy: false

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  
  BlastParticleIndex: 1
  BlastRadius: 3

  AllowUserInstantiate: false
}

##CAPITAL VESSELS##
{ Entity Name: CV_Player
  EntityType: CV
  ModelType: ChunkClusterCV, param1: CV_Player, param2: 2
  Prefab: CV
  Class: ShipCV
  UseProxy: true
  Parent: CV
  Faction: Player

  MapIcon: map_MS

  IsEnemy: false

  MaxHealth: 20000
  ViewAngle: 180
  Weight: 70

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  
  BlastParticleIndex: 1
  BlastRadius: 3

  AllowUserInstantiate: false
}
{ Entity Name: CV_Player_M
  EntityType: CV
  ModelType: ChunkClusterCV, param1: CV_Player, param2: 4
  Prefab: CV
  Class: ShipCV
  UseProxy: true
  Parent: CV
  Faction: Player

  MapIcon: map_MS

  IsEnemy: false

  MaxHealth: 20000
  ViewAngle: 180
  Weight: 70

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  
  BlastParticleIndex: 1
  BlastRadius: 3

  AllowUserInstantiate: false
}
{ Entity Name: CV_Player_S
  EntityType: CV
  ModelType: ChunkClusterCV, param1: CV_Player, param2: 8
  Prefab: CV
  Class: ShipCV
  UseProxy: true
  Parent: CV
  Faction: Player

  MapIcon: map_MS

  IsEnemy: false

  MaxHealth: 20000
  ViewAngle: 180
  Weight: 70

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  
  BlastParticleIndex: 1
  BlastRadius: 3

  AllowUserInstantiate: false
}

{ Entity Name: CV_ClusterDrone
  EntityType: CV
  ModelType: ChunkClusterCV, param1: CV_SpaceCarrier, param2: 2
  Prefab: CV
  Class: ClusterDrone
  UseProxy: true
  Parent: CV
  Faction: Zirax
  
  IsEnemy: true
  
  DroneType: ClusterDrone

  MaxHealth: 20000
  ViewAngle: 360
  ViewRange: 1000
  Weight: 70
  

  
  BlastParticleIndex: 0
  BlastRadius: 0


  #AITask-1: DroneAttackTarget
  AITask-1: DronePathPatrol
  AITask-2: DroneRangePatrol

  #AITarget-1: EntitiesAround, param1: "Player,BA,SV,HV,CV"
  #AITarget-1: PlanetVesselDetection, param1: "Player,BA,SV,HV,CV"
  
  MapIcon: map_EnemyEntityDot
  
  AllowUserInstantiate: false
}
{ Entity Name: Freighter_ClassI, Ref: CV_ClusterDrone
  ModelType: ChunkClusterCV, param1: CV_Freighter_ClassI, param2: 2
}


#==BASES==
#==PLAYER FACTION  
#==Planetary Bases 

{ Entity Name: BA_Player
  EntityType: BA
  ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
  Prefab: Base
  Class: Base
  UseProxy: true
  Parent: Bases
  IsEnemy: false
  Faction: Player

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  AllowUserInstantiate: false
  MapIcon: map_Base3
}
 
# Not used
{ Entity Name: BA_Player_M
  EntityType: BA
  ModelType: ChunkClusterBase, param1: BA_Player, param2: 4
  Prefab: Base
  Class: Base
  UseProxy: true
  Parent: Bases
  IsEnemy: false
  Faction: Player

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  AllowUserInstantiate: false
  MapIcon: map_Base3
}
# Not used
{ Entity Name: BA_Player_S
  EntityType: BA
  ModelType: ChunkClusterBase, param1: BA_Player, param2: 8
  Prefab: Base
  Class: Base
  UseProxy: true
  Parent: Bases
  IsEnemy: false
  Faction: Player

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  AllowUserInstantiate: false
  MapIcon: map_Base3
}

#== ADMIN FACTION  
# Used for fixed POIs in orbit 
{ Entity Name: BA_Admin
  EntityType: BA
  ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
  Prefab: Base
  Class: Base
  UseProxy: true
  Parent: Bases
  IsEnemy: false
  Faction: Admin

  AITask-1: TurretFindBestTarget
  AITarget-1: EntitiesAround

  AllowUserInstantiate: false
  MapIcon: map_arrow
}

#==ALIEN FACTION 
{ Entity Name: CV_Alien
  EntityType: CV
  ModelType: ChunkClusterCV, param1: CV_Alien, param2: 2
  Prefab: CV
  Class: ShipCV
  UseProxy: true
  Parent: CV
  IsEnemy: true
  Faction: Zirax

  AITask-1: TurretFindBestTarget, param1: true 
  AITarget-1: EntitiesAround, param1: "Player,PlayerBike,SV,CV,HV,PlayerDrone" 

  AllowUserInstantiate: false
  MapIcon: map_POI
  POIType: POI
}


{ Entity Name: BA_POI_New
  EntityType: BA
  ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
  Prefab: Base
  Class: Base
  UseProxy: true
  Parent: Bases
  # IsEnemy: true
  # Faction: Zirax

  AITask-1: TurretFindBestTarget, param1: true  
  AITarget-1: EntitiesAround, param1: "Player,PlayerBike,SV,CV,HV,BA,PlayerDrone"     

  AllowUserInstantiate: false
  MapIcon: map_POI
  POIType: POI                  # controls if object can be discovered and is only relevant for map object handling
}

{ Entity Name: BA_Alien
  EntityType: BA
  ModelType: ChunkClusterBase, param1: BA_Alien, param2: 2
  Prefab: Base
  Class: Base
  UseProxy: true
  Parent: Bases
  IsEnemy: true
  Faction: Zirax

  AITask-1: TurretFindBestTarget, param1: true  
  AITarget-1: EntitiesAround, param1: "Player,PlayerBike,SV,CV,HV,PlayerDrone"     

  AllowUserInstantiate: false
  MapIcon: map_POI
  POIType: POI
}

#=AI Planetary Bases 
{ Entity Name: BA_ClusterDrone, Ref: BA_POI_New
  Class: BaseClusterDrone
  ModelType: ChunkClusterBase, param1: BA_PF7, param2: 2
  UseProxy: false
}


##MISC##

#Entity that is temporarily spawned when a player attaches to a turret 
{ Entity Name: Turret_PlayerAttach
  EntityType: Turret
  ModelType: Custom
  Prefab: Turret
  Class: TurretManual
  Parent: Turrets

  IsEnemy: false

  #property name=AITask-1 value=TurretAimTarget />
  #AITask-2: TurretAttackTarget
  #<property name=AITarget-1 value=Faction   --- Factions can be set in control panel  

  #property name=MaxHealth    value=500 NOT USED, BLOCK DAMAGE IS USED INSTEAD 
  ViewAngle: 360
  ViewRange: 1000
  Weight: 70

  TimeStayAfterDeath: 1
  AllowUserInstantiate: false
}

#Entity that is temporarely spawned when an enemy base discovers a player nearby 
{ Entity Name: Turret_Enemy
  Faction: Zirax
  ModelType: Custom
  Prefab: Turret
  Class: TurretAuto
  Parent: Turrets

  AITask-1: TurretAimTarget
  AITask-2: TurretAttackTarget
  AITarget-1: Entity, param1: Player
  AITarget-2: Entity500m, param1: "SV,HV,CV"

  IsEnemy: true

  ViewAngle: 360
  ViewRange: 500
  Weight: 70

  TimeStayAfterDeath: 1
  AllowUserInstantiate: false
}

#=====================
#=== Asteroids 
#=====================

#==3d model Small Asteroids - Decorative 

{ Entity Name: Asteroid_01
  EntityType: Asteroid
  ModelType: Custom
  Mesh: Asteroids/Small/Asteroid-001
  Prefab: Asteroid
  Class: Asteroid
  Parent: Asteroids

  IsEnemy: false

  MaxHealth: 3000
  ViewAngle: 180
  Weight: 70

  ParticleOnDeath: asteroid_explosion
  TimeStayAfterDeath: 0.1

  AllowUserInstantiate: false
}

{ Entity Name: Asteroid_02, Ref: Asteroid_01
  Mesh: Asteroids/Small/Asteroid-002
}

{ Entity Name: Asteroid_03, Ref: Asteroid_01
  Mesh: Asteroids/Small/Asteroid-003
}


#== 3d model Resource Asteroids 

{ Entity Name: AsteroidIron
  EntityType: AstRes
  Mesh: Asteroids/Resources/AsteroidIronPrefab
  Prefab: AsteroidResource
  Class: AsteroidResource
  Parent: Asteroids

  IsEnemy: false

  MaxHealth: 5000
  ViewAngle: 180
  Weight: 70
  XpFactor: 0

  ParticleOnDeath: asteroid_explosion
  TimeStayAfterDeath: 0.1

  AsteroidBlockValueType: IronResource
  MapIcon: map_IronResource

  AllowUserInstantiate: false
}

{ Entity Name: AsteroidCopper, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidCopperPrefab
  AsteroidBlockValueType: CopperResource
  MapIcon: map_CopperResource
}

{ Entity Name: AsteroidPromethium, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidPromethiumPrefab
  AsteroidBlockValueType: PromethiumResource
  MapIcon: map_PromethiumResource
}

{ Entity Name: AsteroidSilicon, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidSiliconPrefab
  AsteroidBlockValueType: SiliconResource
  MapIcon: map_SiliconResource
}

{ Entity Name: AsteroidNeodymium, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidNeodymiumPrefab
  AsteroidBlockValueType: NeodymiumResource
  MapIcon: map_NeodymiumResource
}

{ Entity Name: AsteroidMagnesium, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidMagnesiumPrefab
  AsteroidBlockValueType: MagnesiumResource
  MapIcon: map_MagnesiumResource
}

{ Entity Name: AsteroidCobalt, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidCobaltPrefab
  AsteroidBlockValueType: CobaltResource
  MapIcon: map_CobaltResource
}

{ Entity Name: AsteroidErestrum, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidErestrumPrefab
  AsteroidBlockValueType: ErestrumResource
  MapIcon: map_ErestrumResource
}

{ Entity Name: AsteroidSathium, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidSathiumPrefab
  AsteroidBlockValueType: SathiumResource
  MapIcon: map_SathiumResource
}

{ Entity Name: AsteroidZascosium, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidZascosiumPrefab
  AsteroidBlockValueType: ZascosiumResource
  MapIcon: map_ZascosiumResource
}

{ Entity Name: AsteroidGold, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidGoldPrefab
  AsteroidBlockValueType: GoldResource
  MapIcon: map_GoldResource
}

{ Entity Name: AsteroidPentaxid, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidPentaxidPrefab
  AsteroidBlockValueType: PentaxidResource
  MapIcon: map_PentaxidResource
}

{ Entity Name: AsteroidIce, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidIcePrefab
  AsteroidBlockValueType: IceResource
  MapIcon: map_IceResource
}

{ Entity Name: AsteroidTitan, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidTitanPrefab
  AsteroidBlockValueType: TitanResource
  MapIcon: map_TitanResource
}

{ Entity Name: AsteroidPlatin, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidPlatinPrefab
  AsteroidBlockValueType: PlatinResource
  MapIcon: map_PlatinResource
}

{ Entity Name: AsteroidAluminium, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidAluminiumPrefab
  AsteroidBlockValueType: AluminiumResource
  MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidCarbon, Ref: AsteroidIron
  Mesh: Asteroids/Resources/AsteroidCarbonPrefab
  AsteroidBlockValueType: CarbonResource
  MapIcon: map_CarbonResource
}

# == 3d Model Underground Resources

{ Entity Name: IronResource
  EntityType: UnderRes
  Mesh: Asteroids/Resources/IronResourcePrefab
  Prefab: UndergroundResource
  Class: UndergroundResource
  Parent: Resources

  IsEnemy: false

  MaxHealth: 5000
  ViewAngle: 180
  Weight: 70
  XpFactor: 0

  ParticleOnDeath: resource_explosion
  TimeStayAfterDeath: 0.1

  AsteroidBlockValueType: IronResource
  
  AllowUserInstantiate: false
}
{ Entity Name: CopperResource, Ref: IronResource
  Mesh: Asteroids/Resources/CopperResourcePrefab
  AsteroidBlockValueType: CopperResource
}
{ Entity Name: PromethiumResource, Ref: IronResource
  Mesh: Asteroids/Resources/PromethiumResourcePrefab
  AsteroidBlockValueType: PromethiumResource
}
{ Entity Name: SiliconResource, Ref: IronResource
  Mesh: Asteroids/Resources/SiliconResourcePrefab
  AsteroidBlockValueType: SiliconResource
}
{ Entity Name: NeodymiumResource, Ref: IronResource
  Mesh: Asteroids/Resources/NeodymiumResourcePrefab
  AsteroidBlockValueType: NeodymiumResource
}
{ Entity Name: MagnesiumResource, Ref: IronResource
  Mesh: Asteroids/Resources/MagnesiumResourcePrefab
  AsteroidBlockValueType: MagnesiumResource
}
{ Entity Name: CobaltResource, Ref: IronResource
  Mesh: Asteroids/Resources/CobaltResourcePrefab
  AsteroidBlockValueType: CobaltResource
}
{ Entity Name: ErestrumResource, Ref: IronResource
  Mesh: Asteroids/Resources/ErestrumResourcePrefab
  AsteroidBlockValueType: ErestrumResource
}
{ Entity Name: SathiumResource, Ref: IronResource
  Mesh: Asteroids/Resources/SathiumResourcePrefab
  AsteroidBlockValueType: SathiumResource
}
{ Entity Name: ZascosiumResource, Ref: IronResource
  Mesh: Asteroids/Resources/ZascosiumResourcePrefab
  AsteroidBlockValueType: ZascosiumResource
}
{ Entity Name:GoldResource, Ref: IronResource
  Mesh: Asteroids/Resources/GoldResourcePrefab
  AsteroidBlockValueType: GoldResource
}
{ Entity Name: PentaxidResource, Ref: IronResource
  Mesh: Asteroids/Resources/PentaxidResourcePrefab
  AsteroidBlockValueType: PentaxidResource
}

{ Entity Name: IceResource, Ref: IronResource
  Mesh: Asteroids/Resources/IceResourcePrefab
  AsteroidBlockValueType: IceResource
}
{ Entity Name: TitanResource, Ref: IronResource
  Mesh: Asteroids/Resources/TitanResourcePrefab
  AsteroidBlockValueType: TitanResource
}
{ Entity Name: PlatinResource, Ref: IronResource
  Mesh: Asteroids/Resources/PlatinResourcePrefab
  AsteroidBlockValueType: PlatinResource
}
{ Entity Name: AluminiumResource, Ref: IronResource
  Mesh: Asteroids/Resources/AluminiumResourcePrefab
  AsteroidBlockValueType: AluminiumResource
}
{ Entity Name: CarbonResource, Ref: IronResource
  Mesh: Asteroids/Resources/CarbonResourcePrefab
  AsteroidBlockValueType: CarbonResource
}

# ====================
# == Asteroid Field == 
# ==== Many asteroids in small area  

{ Entity Name: AsteroidField
  ModelType: Custom
  Mesh: Asteroids/Large/AsteroidFieldPrefab
  Mesh2: Asteroids/Large/AsteroidFieldPrefab
  Mesh3: Asteroids/Large/AsteroidFieldPrefab
  Mesh4: Asteroids/Large/AsteroidFieldPrefab
  Mesh5: Asteroids/Large/AsteroidFieldPrefab
  Prefab: AsteroidFieldStatic
  Class: AsteroidField
  Parent: Asteroids

  
  SurfaceCategory: stone  #This decides on the particle effect played on hit

  IsEnemy: false

  MaxHealth: 100
  ViewAngle: 180
  Weight: 70

  ParticleOnDeath: asteroid_explosion
  TimeStayAfterDeath: 0.1

  AllowUserInstantiate: false
}
 
{ Entity Name: AsteroidFieldRectangle2, Ref: AsteroidField  #Many asteroids in small area with excluded part
  Mesh: Asteroids/Large/AsteroidFieldRectangle2Prefab
}
{ Entity Name: AsteroidFieldRectangle2NoFog, Ref: AsteroidField  #Many asteroids in small area with excluded part
  Mesh: Asteroids/Large/AsteroidFieldRectangle2NoFogPrefab
}
{ Entity Name: AsteroidFieldNoFog, Ref: AsteroidField  #Many asteroids in small area with excluded part
  Mesh: Asteroids/Large/AsteroidFieldNoFogPrefab
} 
{ Entity Name: AsteroidFieldRing, Ref: AsteroidField  #Asteroid rings. Please don't use this around planets any more... 
  Mesh: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
  Mesh2: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
  Mesh3: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
  Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab_dynamic
  Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab_dynamic
  # Mesh: Asteroids/Large/AsteroidFieldRingPrefab
  # Mesh2: Asteroids/Large/AsteroidFieldRingPrefab
  # Mesh3: Asteroids/Large/AsteroidFieldRingPrefab
  # Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab
  # Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab
}
 
{ Entity Name: AsteroidRingPlanet, Ref: AsteroidField #Asteroid rings around planets: ...please use this instead if you need a ring around a planet.
  Class: AsteroidRingPlanet
  EntityType: AstRingPlanet
}
 
{ Entity Name: AsteroidFieldRingOld, Ref: AsteroidField  #Asteroid rings
  Mesh: Asteroids/Large/AsteroidFieldRingPrefab
  Mesh2: Asteroids/Large/AsteroidFieldRingPrefab
  Mesh3: Asteroids/Large/AsteroidFieldRingPrefab
  Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab
  Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab
}
 
{ Entity Name: AsteroidFieldBoxExclude, Ref: AsteroidField  #Asteroids scattered in whole space area (in middle no asteroids)
  Mesh: Asteroids/Large/AsteroidFieldBoxExcludePrefab
  Mesh2: Asteroids/Large/AsteroidFieldBoxExcludePrefab
  Mesh3: Asteroids/Large/AsteroidFieldBoxExcludePrefab
  Mesh4: Asteroids/Large/AsteroidFieldBoxExcludeClass4Prefab
  Mesh5: Asteroids/Large/AsteroidFieldBoxExcludeClass5Prefab
}
 
{ Entity Name: AsteroidFieldFewBoxExclude, Ref: AsteroidField   #Few asteroids scattered in whole space area (in middle no asteroids)
  Mesh: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
  Mesh2: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
  Mesh3: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
  Mesh4: Asteroids/Large/AsteroidFieldFewBoxExcludeClass4Prefab
  Mesh5: Asteroids/Large/AsteroidFieldFewBoxExcludeClass5Prefab
}
## Fog only (fitting AsteroidField & AsteroidFieldRectangle2

{ Entity Name: FogEllipsoidBlue
  ModelType: Custom
  Mesh: Asteroids/Fog/FogEllipsoidBluePrefab 
  Prefab: AsteroidFieldStatic
  Class: AsteroidField
  Parent: Asteroids
  
  SurfaceCategory: stone  #This decides on the particle effect played on hit

  IsEnemy: false

  MaxHealth: 100
  ViewAngle: 180
  Weight: 70

  ParticleOnDeath: asteroid_explosion
  TimeStayAfterDeath: 0.1

  AllowUserInstantiate: false
}

{ Entity Name: FogEllipsoidRed, Ref: FogEllipsoidBlue  
  Mesh: Asteroids/Fog/FogEllipsoidRedPrefab 
}============================================================
# Voxel Asteroid Prefabs  
# Voxel01 contains 4637 resource blocks => on average 4637 *0.2 *3 = 2782 ores
# Voxel02 contains 2392 resource blocks => on average 2392 *0.2 *3 = 1435 ores
# Voxel03 contains 5462 resource blocks => on average 5462 *0.2 *3 = 3277 ores
# ==============================================================

{ Entity Name: AsteroidVoxel01
  EntityType: AstVoxel
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01, param2: 2
  Prefab: Base
  Class: AsteroidVoxel
  UseProxy: true
  Parent: POI
  IsEnemy: false
  MapIcon: map_SathiumResource
  POIType: POI

  AllowUserInstantiate: false
}

{ Entity Name: AsteroidVoxel02, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02, param2: 2
}

{ Entity Name: AsteroidVoxel03, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03, param2: 2
}

{ Entity Name: AsteroidVoxel01Cobalt, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Cobalt, param2: 2
  MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidVoxel02Cobalt, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Cobalt, param2: 2
  MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidVoxel03Cobalt, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Cobalt, param2: 2
  MapIcon: map_CobaltResource
}

{ Entity Name: AsteroidVoxel01Copper, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Copper, param2: 2
  MapIcon: map_CopperResource
}
{ Entity Name: AsteroidVoxel02Copper, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Copper, param2: 2
  MapIcon: map_CopperResource
}
{ Entity Name: AsteroidVoxel03Copper, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Copper, param2: 2
  MapIcon: map_CopperResource
}

{ Entity Name: AsteroidVoxel01Erestrum, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Erestrum, param2: 2
  MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidVoxel02Erestrum, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Erestrum, param2: 2
  MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidVoxel03Erestrum, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Erestrum, param2: 2
  MapIcon: map_ErestrumResource
}

{ Entity Name: AsteroidVoxel01Gold, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Gold, param2: 2
  MapIcon: map_GoldResource
}
{ Entity Name: AsteroidVoxel02Gold, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Gold, param2: 2
  MapIcon: map_GoldResource
}
{ Entity Name: AsteroidVoxel03Gold, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Gold, param2: 2
  MapIcon: map_GoldResource
}

{ Entity Name: AsteroidVoxel01Iron, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Iron, param2: 2
  MapIcon: map_IronResource
}
{ Entity Name: AsteroidVoxel02Iron, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Iron, param2: 2
  MapIcon: map_IronResource
}
{ Entity Name: AsteroidVoxel03Iron, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Iron, param2: 2
  MapIcon: map_IronResource
}

{ Entity Name: AsteroidVoxel01Magnesium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Magnesium, param2: 2
  MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidVoxel02Magnesium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Magnesium, param2: 2
  MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidVoxel03Magnesium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Magnesium, param2: 2
  MapIcon: map_MagnesiumResource
}

{ Entity Name: AsteroidVoxel01Neodymium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Neodymium, param2: 2
  MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidVoxel02Neodymium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Neodymium, param2: 2
  MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidVoxel03Neodymium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Neodymium, param2: 2
  MapIcon: map_NeodymiumResource
}

{ Entity Name: AsteroidVoxel01Pentaxid, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Pentaxid, param2: 2
  MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidVoxel02Pentaxid, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Pentaxid, param2: 2
  MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidVoxel03Pentaxid, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Pentaxid, param2: 2
  MapIcon: map_PentaxidResource
}

{ Entity Name: AsteroidVoxel01Promethium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Promethium, param2: 2
  MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidVoxel02Promethium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Promethium, param2: 2
  MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidVoxel03Promethium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Promethium, param2: 2
  MapIcon: map_PromethiumResource
}

{ Entity Name: AsteroidVoxel01Sathium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Sathium, param2: 2
  MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidVoxel02Sathium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Sathium, param2: 2
  MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidVoxel03Sathium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Sathium, param2: 2
  MapIcon: map_SathiumResource
}

{ Entity Name: AsteroidVoxel01Silicon, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Silicon, param2: 2
  MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidVoxel02Silicon, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Silicon, param2: 2
  MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidVoxel03Silicon, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Silicon, param2: 2
  MapIcon: map_SiliconResource
}

{ Entity Name: AsteroidVoxel01Zascosium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Zascosium, param2: 2
  MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidVoxel02Zascosium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Zascosium, param2: 2
  MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidVoxel03Zascosium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Zascosium, param2: 2
  MapIcon: map_ZascosiumResource
}

{ Entity Name: AsteroidVoxel01Ice, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Ice, param2: 2
  MapIcon: map_IceResource
}
{ Entity Name: AsteroidVoxel02Ice, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Ice, param2: 2
  MapIcon: map_IceResource
}
{ Entity Name: AsteroidVoxel03Ice, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Ice, param2: 2
  MapIcon: map_IceResource
}

{ Entity Name: AsteroidVoxel01Titan, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Titan, param2: 2
  MapIcon: map_TitanResource
}
{ Entity Name: AsteroidVoxel02Titan, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Titan, param2: 2
  MapIcon: map_TitanResource
}
{ Entity Name: AsteroidVoxel03Titan, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Titan, param2: 2
  MapIcon: map_TitanResource
}
{ Entity Name: AsteroidVoxel01Aluminium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Aluminium, param2: 2
  MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidVoxel02Aluminium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Aluminium, param2: 2
  MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidVoxel03Aluminium, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Aluminium, param2: 2
  MapIcon: map_AluminiumResource
}

{ Entity Name: AsteroidVoxel01Platin, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Platin, param2: 2
  MapIcon: map_PlatinResource
}
{ Entity Name: AsteroidVoxel02Platin, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Platin, param2: 2
  MapIcon: map_PlatinResource
}
{ Entity Name: AsteroidVoxel03Platin, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Platin, param2: 2
  MapIcon: map_PlatinResource
}

{ Entity Name: AsteroidVoxel01Carbon, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel01Carbon, param2: 2
  MapIcon: map_CarbonResource
}
{ Entity Name: AsteroidVoxel02Carbon, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel02Carbon, param2: 2
  MapIcon: map_CarbonResource
}
{ Entity Name: AsteroidVoxel03Carbon, Ref: AsteroidVoxel01
  ModelType: ChunkClusterBase, param1: AsteroidVoxel03Carbon, param2: 2
  MapIcon: map_CarbonResource
}
 
{ Entity Name: asteroidfield20Size10Ast_V1   #Old Voxel Asteroid Field
  EntityType: AstVoxel
  ModelType: ChunkClusterBase, param1: asteroidfield20Size10Ast_V1, param2: 2
  Prefab: Base
  Class: AsteroidVoxel
  Parent: POI
  IsEnemy: false

  AllowUserInstantiate: false
}

{ Entity Name: asteroidfield20Size10Ast_V2, Ref: asteroidfield20Size10Ast_V1
  ModelType: ChunkClusterBase, param1: asteroidfield20Size10Ast_V2, param2: 2
}

{ Entity Name: asteroidfield20Size10Ast_V3, Ref: asteroidfield20Size10Ast_V1
  ModelType: ChunkClusterBase, param1: asteroidfield20Size10Ast_V3, param2: 2
}

{ Entity Name: Asteroid_resource01
  EntityType: AstVoxel
  ModelType: ChunkClusterBase, param1: Asteroid_resource01, param2: 4
  Prefab: Base
  Class: AsteroidVoxel
  Parent: POI
  IsEnemy: false

  AllowUserInstantiate: false
}

# ===============================
# AI Drone Bay Drones
# ===============================

# Classification: Drone[Class][PrimaryFaction][TypeOfWeapon][SubtypeWeapon]

{ +Entity Name: DroneLargePlayer01
  #Mesh: Enemies/Drones/PolarisDrone02SmallPrefab                      #Edged small drone (usually for planet)
  #MeshDead: Enemies/Drones/PolarisDrone02SmallDestroyedPrefab
  #Mesh: Enemies/Drones/PolarisDrone02Prefab                         #Edged large drone (usually for space)
  #MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
  Mesh: Enemies/Drones/PolarisDrone04SmallPrefab                          #Bulb Drone, small (usually for planets)
  MeshDead: Enemies/Drones/PolarisDrone04SmallDestroyedPrefab
  #Mesh: Enemies/Drones/PolarisDrone04Prefab                          #Bulb Drone, large (usually for space)
  #MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
  #PoolCount: 10

  
  Faction: GLaD
  
  EntityType: EnemyDrone  
  SurfaceCategory: metal
  ModelType: Custom
  Prefab: Drone
  Class: MeshDrone
  Parent: Drones
  AvatarController: Custom
  IsEnemy: true
  
  DroneType: FastAttackDrone
  ViewAngle: 360
  ViewRange: 750

  
  # AITask-1: DroneFindTargetIfHurt  
  # AITask-2: DroneAttackTarget 
  # AITask-3: DroneHuntAfterLostDetection, param1: 50 
  # AITask-4: DroneRangePatrol, param1: 50  
  # AITask-5: DronePathPatrol  
  # AITask-6: DroneSentryPatrol  

  #AITarget-1: DroneDetection, param1: "Player,BA,SV,HV,CV", param2: EntityShipSV
 
  HandItem: DroneLargePlayer01Weapon
  ItemsOnEnterGame: DroneLargePlayer01Weapon
  MaxHealth: 3500 

  SpawnYAdd: 15     

  ParticleOnDeath: drone_explosion02 
  TimeStayAfterDeath: 0
  #LootListOnDeath: 151

  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
  # SfxRandom: Enemies/Drone/ROBOTICMechMovement01

  SfxAlertTime: 25.0   
  SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
  SfxHurt:  Enemies/Drone/DroneSmall_SfxHurt
  SfxDeath: Enemies/Drone/DroneSmall_SfxDeath
  # SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho  
  # SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  # SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  MapIcon: map_SS

  AllowUserInstantiate: true
  HudInfo: true
}

# ===============================
# PLANETARY DRONES 
# ===============================

# Classification: Drone[Size][Speed][NrOfWeapons][TypeOfWeapon]  

{ +Entity Name: DroneSmallFast01Rocket
  EntityType: EnemyDrone
  Faction: Zirax
  # Mesh: Enemies/Drones/DroneV2Prefab 
  # MeshDead: Enemies/Drones/DroneV2DestroyedPrefab 
  Mesh: Enemies/Drones/EnemyDroneRedPrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
  PoolCount: 10

  SurfaceCategory: metal
  ModelType: Custom
  Prefab: Drone
  Class: MeshDrone
  Parent: Drones
  AvatarController: Custom

  DroneType: FastDrone
  ViewAngle: 360
  ViewRange: 1000

  
  # AITask-1: DroneFindTargetIfHurt  
  # AITask-2: DroneAttackTarget  
  # AITask-3: DroneHuntAfterLostDetection, param1: 50 
  # AITask-4: DroneRangePatrol, param1: 50 
  # AITask-5: DronePathPatrol  
  # AITask-6: DroneSentryPatrol  

  #AITarget-1: DroneDetection, param1: "Player,BA,SV,HV,CV", param2: EntityShipSV

  
  HandItem: rocketlauncherDroneSmall
  ItemsOnEnterGame: rocketlauncherDroneSmall
  IsEnemy: true
  MaxHealth: 950
  # XpFactor: 1.5
  XpFactor: 7.2

  SpawnYAdd: 15     

  ParticleOnDeath: drone_explosion02
  # TimeStayAfterDeath: 150
  TimeStayAfterDeath: 300
  LootListOnDeath: 151

  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
  # SfxRandom: Enemies/Drone/ROBOTICMechMovement01

  SfxAlertTime: 25.0   
  SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
  SfxHurt:  Enemies/Drone/DroneSmall_SfxHurt
  SfxDeath: Enemies/Drone/DroneSmall_SfxDeath
  # SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho  
  # SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  # SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  MapIcon: map_EnemyEntityDot

  AllowUserInstantiate: true
  HudInfo: false
}
{ +Entity Name: DroneSmallFast01Stun, Ref: DroneSmallFast01Rocket
  Mesh: Enemies/Drones/EnemyDroneBluePrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab

  HandItem: stunDroneSmall
  ItemsOnEnterGame: stunDroneSmall

  MaxHealth: 300
  XpFactor: 0.6

  LootListOnDeath: 150

  AllowUserInstantiate: true
}
{ +Entity Name: DroneSmallFast01Minigun, Ref: DroneSmallFast01Rocket
  Mesh: Enemies/Drones/EnemyDroneBluePrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab

  HandItem: minigunDroneSmall
  ItemsOnEnterGame: minigunDroneSmall

  LootListOnDeath: 150

  AllowUserInstantiate: true
}

{ +Entity Name: DroneSmallFast01Plasma, Ref: DroneSmallFast01Minigun
  Mesh: Enemies/Drones/EnemyDronePrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab

  MaxHealth: 1100
  # XpFactor: 1.6
  XpFactor: 8.6

  LootListOnDeath: 153

  HandItem: plasmaDroneSmall
  ItemsOnEnterGame: plasmaDroneSmall

  AllowUserInstantiate: false
}

{ +Entity Name: DroneSmallSlow01Minigun, Ref: DroneSmallFast01Rocket
  Mesh: Enemies/Drones/EnemyDronePrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab

  HandItem: minigunDroneSmall
  ItemsOnEnterGame: minigunDroneSmall

  DroneType: SlowDrone

  LootListOnDeath: 154
  AllowUserInstantiate: false
}

{ +Entity Name: DroneSmallSlow01Cannon, Ref: DroneSmallSlow01Minigun
  Mesh: Enemies/Drones/EnemyDronePrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab

  LootListOnDeath: 152

  HandItem: cannonDroneSmall
  ItemsOnEnterGame: cannonDroneSmall
  AllowUserInstantiate: false
}

# All large and double weapon drones are old drone models
{ +Entity Name: DroneSmallSlow02Minigun, Ref: DroneSmallSlow01Minigun

  Mesh: Enemies/Drones/DroneSmall02LODPrefab
  MeshDead: Enemies/Drones/DroneSmallDmgPrefab

  MaxHealth: 1100
  # XpFactor: 1.6
  XpFactor: 8.6

  LootListOnDeath: 154

  HandItem: minigunDoubleDroneSmall
  ItemsOnEnterGame: minigunDoubleDroneSmall

  AllowUserInstantiate: true
}

{ +Entity Name: DroneLargeSlow01Minigun, Ref: DroneSmallFast01Rocket

  Mesh: Enemies/Drones/DroneLarge01LODPrefab
  MeshDead: Enemies/Drones/DroneLargeDmgPrefab

  DroneType: SlowDrone
  MaxHealth: 1350
  # XpFactor: 1.6
  XpFactor: 10.2

  HandItem: minigunDroneLarge
  ItemsOnEnterGame: minigunDroneLarge

  ParticleOnDeath: drone_explosion02

  LootListOnDeath: 156
  AllowUserInstantiate: false
}

{ +Entity Name: DroneLargeSlow01Plasma, Ref: DroneLargeSlow01Minigun

  HandItem: plasmaDroneLarge

  LootListOnDeath: 155
  ItemsOnEnterGame: plasmaDroneLarge
  AllowUserInstantiate: false
}

{ +Entity Name: DroneLargeSlow02Minigun, Ref: DroneLargeSlow01Minigun
  Mesh: Enemies/Drones/DroneLarge02LODPrefab
  MeshDead: Enemies/Drones/DroneLargeDmgPrefab

  LootListOnDeath: 156

  MaxHealth: 1350
  # XpFactor: 1.7
  XpFactor: 10.88

  HandItem: minigunDoubleDroneLarge
  ItemsOnEnterGame: minigunDoubleDroneLarge
}

{ +Entity Name: DroneLargeSlow02Cannon, Ref: DroneLargeSlow02Minigun

  LootListOnDeath: 157

  HandItem: cannonDoubleDroneLarge
  ItemsOnEnterGame: cannonDoubleDroneLarge
}

{ +Entity Name: DroneLargeSlowGardian, Ref: DroneLargeSlow01Minigun

  DroneType: GardianDrone

  LootListOnDeath: 161

  HandItem: minigunDoubleDroneLarge
  ItemsOnEnterGame: minigunDoubleDroneLarge

  MaxHealth: 10000
  XpFactor: 69.7
}

{ Entity Name: DroneImmobile, Ref: DroneSmallFast01Rocket

  Mesh: Enemies/Drones/DroneSmall01LODPrefab
  MeshDead: Enemies/Drones/DroneSmallDmgPrefab

  DroneType: ImmobileDrone
  MaxHealth: 1000
  XpFactor: 8.5

  HandItem: plasmaDroneSmall
  ItemsOnEnterGame: plasmaDroneSmall

  Class: MeshDrone
  Parent: EntityPhysics

  ParticleOnDeath: drone_explosion02

  LootListOnDeath: 16

  AllowUserInstantiate: false
}

#Troop Transports

{ +Entity Name: DroneTroopsTransport
  EntityType: TroopTransport
  Faction: Zirax
  #Mesh: Enemies/Drones/DroneTroopTransportPrefab
  Mesh: Enemies/Drones/DroneTroopTransportAnimatedPrefab
  # Mesh: Enemies/Drones/DroneTroopsTransport02Prefab
  MeshDead: Enemies/Drones/DroneTroopTransportDestroyedPrefab
  PoolCount: 2

  SurfaceCategory: metal
  ModelType: Custom
  Prefab: Drone
  Class: MeshDrone
  Parent: Drones
  AvatarController: MeshDroneAI
  
  DroneType: TroopsTransportDrone
  ViewAngle: 360
  ViewRange: 1000
  
  # AITask-1: DronePathPatrol
  
  HandItem: BombLauncherWeapon   # dummy weapon
  ItemsOnEnterGame: BombLauncherWeapon   # dummy weapon
  IsEnemy: true
  MaxHealth: 20000
  # XpFactor: 0.2
  XpFactor: 5.8

  SpawnYAdd: 15     # drones shall always spawn 15meters above ground 

  ParticleOnDeath: drone_explosion04
  TimeStayAfterDeath: 300      
  # TimeStayAfterDeath: 150
  LootListOnDeath: 16
  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneLarge_SfxRandom

  SfxAlertTime: 25.0  
  SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
  SfxHurt:  Enemies/Drone/DroneLarge_SfxHurt
  SfxDeath: Enemies/Drone/DroneLarge_SfxDeath

  MapIcon: map_EnemyEntityDot

  AllowUserInstantiate: false

}

# obsolete - uses same model as other TT (however, is still used in scenarios)
{ Entity Name: DroneTroopsTransport01, Ref: DroneTroopsTransport
  # Mesh: Enemies/Drones/DroneTroopTransportAnimatedPrefab
  Mesh: Enemies/Drones/DroneTroopTransportPrefab
  MeshDead: Enemies/Drones/DroneTroopTransportDestroyedPrefab
}

{ +Entity Name: EnemyDroneV2Minigun, Ref: DroneSmallFast01Rocket
  Mesh: Enemies/Drones/EnemyDroneV2Prefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
  MaxHealth: 7000
  # XpFactor: 0.3
  XpFactor: 8.7

  DroneType: SlowDrone

  HandItem: minigunDroneLarge
  ItemsOnEnterGame: minigunDroneLarge

  LootListOnDeath: 158
  
  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneLarge_SfxRandom

  SfxAlertTime: 25.0  
  SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
  SfxHurt:  Enemies/Drone/DroneLarge_SfxHurt
  SfxDeath: Enemies/Drone/DroneLarge_SfxDeath

  AllowUserInstantiate: true
}

{ +Entity Name: EnemyDroneV2Plasma, Ref: EnemyDroneV2Minigun

  LootListOnDeath: 159

  HandItem: plasmaDroneLarge
  ItemsOnEnterGame: plasmaDroneLarge
}

# remove and ignore in code if not defined anymore 
{ Entity Name: DroneSmallAttackBase, Ref: DroneSmallFast01Rocket

  # HandItem: minigunDroneAttackBase
  # ItemsOnEnterGame: minigunDroneAttackBase

  MaxHealth: 2000
  # XpFactor: 1
  XpFactor: 9

  LootListOnDeath: 150
  AllowUserInstantiate: false
}
# remove and ignore in code if not defined anymore 
{ Entity Name: DroneLargeAttackBase, Ref: EnemyDroneV2Minigun
  
  Mesh: Enemies/Drones/EnemyDroneV2Prefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab

  HandItem: BaseAttackDroneWeapon
  ItemsOnEnterGame: BaseAttackDroneWeapon

  MaxHealth: 7000
  # XpFactor: 0.3
  XpFactor: 8.7

  LootListOnDeath: 160
  AllowUserInstantiate: true
}

#==== FLOATING / FLYING entities ===

{ +Entity Name: GlidingOverseer
  EntityType: Animal
  Faction: Prey
  #Mesh: Enemies/Drones/DroneV2Prefab       
  #MeshDead: Enemies/Drones/DroneV2DestroyedPrefab    
  Mesh: Enemies/Drones/GlidingOverseerPrefab
  MeshDead: Enemies/Drones/GlidingOverseerDeadPrefab
  PoolCount: 10

  SurfaceCategory: metal
  ModelType: NoRagdoll
  Prefab: Drone
  Class: MeshDrone
  Parent: Drones
  AvatarController: BAIAnimalBase

  DroneType: GlidingOverseer
  ViewAngle: 360
  ViewRange: 1000
  

  #AITarget-1: DroneDetection, param1: "Player,BA,SV,HV,CV", param2: EntityShipSV

  FadingEnabled: true

  
  #HandItem: rocketlauncherDroneSmall 
  #ItemsOnEnterGame: rocketlauncherDroneSmall 
  IsEnemy: true
  MaxHealth: 950
  # XpFactor: 1.5
  XpFactor: 7.2

  SpawnYAdd: 250     

  ParticleOnDeath:
  # TimeStayAfterDeath: 150
  TimeStayAfterDeath: 300
  LootListOnDeath: 105

  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/LizardCreature01_cry
  # SfxRandom: Enemies/Drone/ROBOTICMechMovement01

  SfxAlertTime: 25.0   
  SfxAlert: Enemies/TotalHorror/LizardCreature01_cry
  SfxHurt:  Enemies/TotalHorror/LizardCreature01_start
  # SfxHurt:  Enemies/AlienAssassin/AlienAssassin_SfxHurt
  SfxDeath: Enemies/TotalHorror/LizardCreature04
  # SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho  
  # SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  # SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  MapIcon: map_EnemyEntityDot

  AllowUserInstantiate: true
  HudInfo: true
}


# ======================================================================
# used for new base attack 
# ======================================================================

# light drones
# ======================================================================
{ +Entity Name: DroneBaseAttackRocket, Ref: DroneSmallFast01Rocket

  DroneType: FastDrone

  HandItem: DroneBaseAttackRocketWeapon
  ItemsOnEnterGame: DroneBaseAttackRocketWeapon

  MaxHealth: 3500
  XpFactor: 9
  RpFactor: 0    # no reputation change for base attack entities

  AllowUserInstantiate: true
}
  
{ +Entity Name: DroneBaseAttackMinigun, Ref: DroneSmallFast01Minigun

  DroneType: FastDrone

  HandItem: DroneBaseAttackMinigunWeapon
  ItemsOnEnterGame: DroneBaseAttackMinigunWeapon

  MaxHealth: 3500
  XpFactor: 9
  RpFactor: 0    # no reputation change for base attack entities

  AllowUserInstantiate: true
}

# heavy drones
# ======================================================================
{ +Entity Name: DroneBaseAttackHeavyRocket, Ref: EnemyDroneV2Minigun
  Mesh: Enemies/Drones/EnemyDroneV2RedPrefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab

  DroneType: SlowDrone

  HandItem: DroneBaseAttackRocketWeapon
  ItemsOnEnterGame: DroneBaseAttackRocketWeapon

  MaxHealth: 5000
  XpFactor: 9
  RpFactor: 0    # no reputation change for base attack entities

  AllowUserInstantiate: true
}
{ +Entity Name: DroneBaseAttackHeavyMinigun, Ref: EnemyDroneV2Minigun
  Mesh: Enemies/Drones/EnemyDroneV2BluePrefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab

  DroneType: SlowDrone

  HandItem: DroneBaseAttackMinigunWeapon
  ItemsOnEnterGame: DroneBaseAttackMinigunWeapon

  MaxHealth: 5000
  XpFactor: 9
  RpFactor: 0    # no reputation change for base attack entities

  AllowUserInstantiate: true
}

# troop transport
# ======================================================================
{ +Entity Name: DroneTroopsTransportBaseAttack, Ref: DroneTroopsTransport
  MaxHealth: 20000
  XpFactor: 9
  RpFactor: 0    # no reputation change for base attack entities
  AllowUserInstantiate: false
}
{ +Entity Name: DroneTroopsTransportBaseAttackSmall, Ref: DroneTroopsTransportBaseAttack
}
# ======================================================================

{ +Entity Name: DroneBomberAttackBase
  EntityType: EnemyDrone
  Faction: Zirax
  Mesh: Enemies/Drones/EnemyDroneBomberPrefab
  MeshDead: Enemies/Drones/EnemyDroneBomberDmgPrefab
  PoolCount: 10

  SurfaceCategory: metal
  ModelType: Custom
  Prefab: Drone
  Class: MeshDrone
  Parent: Drones
  AvatarController: Custom

  DroneType: BomberDrone
  ViewAngle: 360
  ViewRange: 1000

  
  #AITarget-1: DroneDetection, param1: "BA", param2: EntityShipSV

  
  HandItem: BombLauncherWeapon
  ItemsOnEnterGame: BombLauncherWeapon
  IsEnemy: true
  MaxHealth: 10000
  # XpFactor: 1.5
  XpFactor: 7.2

  SpawnYAdd: 15     

  ParticleOnDeath: drone_explosion02
  # TimeStayAfterDeath: 150
  TimeStayAfterDeath: 300
  LootListOnDeath: 160

  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
  # SfxRandom: Enemies/Drone/ROBOTICMechMovement01

  SfxAlertTime: 25.0   
  SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
  SfxHurt:  Enemies/Drone/DroneSmall_SfxHurt
  SfxDeath: Enemies/Drone/DroneSmall_SfxDeath
  # SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho  
  # SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  # SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  MapIcon: map_EnemyEntityDot

  AllowUserInstantiate: true
}

# ======================================================================


#== SPACE DRONES  

{ +Entity Name: SpaceDronePlasma
  EntityType: EnemyDrone
  Faction: Zirax
  Mesh: Enemies/Drones/SpaceDroneLODPrefab
  MeshDead: Enemies/Drones/SpaceDroneDmgPrefab
  PoolCount: 10

  
  IsEnemy: true

  SurfaceCategory: metal

  DroneType: SpaceDrone
  MaxHealth: 1500
  # XpFactor: 2
  XpFactor: 14

  ModelType: Custom
  Prefab: Drone
  AvatarController: Custom

  Class: DroneSpace
  Parent: EntityPhysics
  #UseProxy: true
  
  HandItem: plasmaSpaceDrone
  ItemsOnEnterGame: plasmaSpaceDrone
  ViewAngle: 360
   # ViewRange: 1000    Note : ViewRange is not defined here rather in DroneProperties

  
  #AITask-1: DroneFindTargetIfHurt 
  #AITask-2: DroneAttackTarget 
  #    AITask-2: DroneHuntAfterLostDetection, param1: 10   
  #AITask-3: DroneHuntAfterLostDetection, param1: 50 
  #AITask-4: DroneRangePatrol, param1: 50 
  #AITask-5: DronePathPatrol 
  #AITask-6: DroneSentryPatrol 

  #AITarget-1: DroneDetection, param1: "Player,Turret,SV,CV", param2: EntityShip 

  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/SwellsRushesAssortment_start

  SfxAlertTime: 25.0   
  SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
  # SfxSense: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho

  SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  ParticleOnDeath: drone_explosion02
  TimeStayAfterDeath: 300
  LootListOnDeath: 42

  MapIcon: map_EnemyEntityDot
  HudInfo: false
}

{ +Entity Name: SpaceDroneLaser, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/SpaceDrone02LODPrefab

  MaxHealth: 2000
  # XpFactor: 2
  XpFactor: 18

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}

{ +Entity Name: SpaceDroneKrielLaser, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/KrielDronePrefab
  MeshDead: Enemies/Drones/KrielDroneDmgPrefab
  Faction: Kriel

  MaxHealth: 2000
  # XpFactor: 2
  XpFactor: 18

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}
{ +Entity Name: SpaceDronePolarisLaser, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/PolarisDrone02Prefab
  MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
  Faction: Polaris

  MaxHealth: 3000
  # XpFactor: 2
  XpFactor: 18

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneTraderLaser, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/PolarisDrone04Prefab
  MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
  Faction: Trader

  MaxHealth: 2000
  # XpFactor: 2
  XpFactor: 18

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneLegacyLaser, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/LegacyDroneCrabPrefab
  MeshDead: Enemies/Drones/LegacyDroneCrabDmgPrefab
  Faction: TheLegacy

  MaxHealth: 4000
  # XpFactor: 2
  XpFactor: 18

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneBattered01, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/PolarisDrone02BatteredPrefab
  MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
  Faction: Pirates

  MaxHealth: 1000
  # XpFactor: 2
  XpFactor: 10

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}
{ +Entity Name: SpaceDroneBattered02, Ref: SpaceDronePlasma
  Mesh: Enemies/Drones/PolarisDrone04BatteredPrefab
  MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
  Faction: Pirates

  MaxHealth: 1000
  # XpFactor: 2
  XpFactor: 10

  DroneType: SpaceDroneHard
  HandItem: laserSpaceDrone
  ItemsOnEnterGame: laserSpaceDrone

  AllowUserInstantiate: true
}

{ +Entity Name: FarDrone
  EntityType: EnemyDrone
  Mesh: Enemies/Drones/FarDronePrefab
  MeshDead: Enemies/Drones/FarDronePrefab
  PoolCount: 10

  
  IsEnemy: true

  Prefab: FarDrone
  DroneType: FarDrone
  #MaxHealth: 1500
  #ModelType: Custom
  #Prefab: Drone
  #AvatarController: Custom

  Class: FarDrone
  Parent: EntityPhysics
  MapIcon: map_EnemyEntityDot
  HudInfo: false
}

## ==================================================  
##             TEMPLATES (NON-BAI)
## ==================================================

{ +Entity Name: CivilianTemplate  
  EntityType: Civilian
  Faction: Civilian
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: Enemy  #Non-BAI
  Parent: Traders    # hierarchy in scene unity -> Traders
  IsEnemy: false
  AvatarController: Enemy  #Non-BAI
  RotateSpeedMovement: 180
  
  JumpHeight: 0.2
  StepHeight: 0.2
  
  SurfaceCategory: alien
  
  ViewAngle: 180
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false
  PoolCount: 10   
  UpdateClusterInfo: true         
  
  AITask-1: FleeOnHurt
  AITask-2: Wander, param1: true    

  WanderSpeed: 0.2
}
{ +Entity Name: CivilianTemplateStatic  
  EntityType: Civilian
  Faction: Civilian
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: Enemy
  Parent: Traders    # hierarchy in scene unity -> Traders
  IsEnemy: false
  AvatarController: Enemy
  RotateSpeedMovement: 180
  
  SurfaceCategory: alien
  
  ViewAngle: 180
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false
  PoolCount: 10  
  UpdateClusterInfo: true         
  
  
  AITask-1: FleeOnHurt
  #AITask-2: Wander, param1: true    

  #WanderSpeed: 0.2
}
{ +Entity Name: PredatorTemplate  
  Faction: Predator
  ModelType: NoRagdoll
  Prefab: Alien
  Class: Enemy
  Parent: Enemies
  IsEnemy: true
  AvatarController: Enemy
  
  EntityType: Animal  
  
  SurfaceCategory: human

  
  AITask-1: Swim
  AITask-2: ApproachAttack, param1: EntityPlayer
  AITask-3: ApproachSpot
  AITask-4: Wander

  AITarget-1: OnHurt, param1: Player
  AITarget-2: Entity, param1: Player, param2: false    

  
  ViewAngle: 270
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false 
}

# All "intelligent" NPCs that have a ranged attack 
{ +Entity Name: AlienTemplate  
  Faction: Zirax
  ModelType: NoRagdoll
  Prefab: Alien
  Class: Enemy
  Parent: Enemies
  IsEnemy: true
  AvatarController: Enemy  
  
  SurfaceCategory: human
  
  AITask-1: Swim
  AITask-2: ApproachAttack, param1: EntityPlayer
  AITask-3: ApproachSpot
  AITask-4: Wander

  AITarget-1: OnHurt, param1: Player
  AITarget-2: Entity, param1: Player, param2: true  # param2: attack even if in a SV, CV, etc 

  
  ViewAngle: 270
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false
}

{ +Entity Name: TraderTemplate
  Class: TraderNPC   #NonBAI
  AvatarController: Enemy   #NonBAI
  EntityType: Trader   
  Prefab: AlienTrader 
  Parent: Traders    # hierarchy in scene unity -> Traders
  
  IsEnemy: false
  
  Faction: Trader
  ModelType: NoRagdoll
  
  SurfaceCategory: alien         
  HeadTransform: AlienHead        #needs to be checked for individual prefab model!
  RightHandJointName: AlienRPalm      #needs to be checked for individual prefab model!
  
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  LootListOnDeath: 73
  
  XpFactor: -0.5
  MaxHealth: 300
 
  ViewAngle: 180
  Weight: 100
  
  TimeStayAfterDeath: 600             
  UpdateClusterInfo: true       
  AllowUserInstantiate: false     #needs to be set in the actual trader entry ; player spawn via DM
  AllowInSpawners: false          #set to true in the actual trader entry ; availabiliy for spawner pad selection
  FadingEnabled: false     # otherwise problems when switching to dead model; set to true if no dead model is available  
  
# AI Settings  (non-BAI!)
  AITask-1: TraderTalksTo
  
  WanderSpeed: 0.18
  ApproachSpeed: 0.4
  NightWanderSpeed: 0.18
  NightApproachSpeed: 0.4
  PanicSpeed: 0.9  
  
  JumpHeight: 0.5
  StepHeight: 0.2
  
  RotateToGround: false
  RotateSpeed: 60
  #RotateSpeedMovement: 180
  #MotionAnimationSpeedMultiplier: 1.9

}

{ +Entity Name: AssaultCyborgTemplate     #Non-BAI
  Mesh: Enemies/AssaultCyborg/AssaultCyborgPrefab  
  MeshDead: Enemies/AssaultCyborg/AssaultCyborgDeadPrefab  
  
  EntityType: Cyborg  
  Faction: Alien
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: Enemy     #Non-BAI
  Parent: Enemies  
  IsEnemy: true
  AvatarController: Enemy   #Non-BAI 
  
  SurfaceCategory: metal
  Material: metal
  
  HeadTransform: Bip001 Head  
  RightHandJointName: Bip001 R Hand
  ItemsOnEnterGame: CyborgRifleWeapon #CyborgSniperWeapon
  
  MaxHealth: 500
  XpFactor: 5

  LootListOnDeath: 74
  TimeStayAfterDeath: 120             
  ParticleOnDeath: kill_electric 
  
  ViewAngle: 180
  RotateSpeed: 120
  RotateSpeedMovement: 180
  
  Weight: 100 
  RotateToGround: false
  FadingEnabled: false     # otherwise problems when switching to dead model 
  UpdateClusterInfo: true       
  
  SfxRandomTime: 100.0     
  SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxAlertTime: 50.0       
  SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath 
  
  AllowUserInstantiate: false
  AllowInSpawners: false
 
  
  #=== Old AI (non-Behavior)
  WanderSpeed: 0.25
  ApproachSpeed: 0.7
  NightWanderSpeed: 0.25
  NightApproachSpeed: 0.7
  PanicSpeed: 0.9

  
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: Wander, param1: true  

 # AITarget-1: OnHurt, param1: Player
  AITarget-1: Entity, param1: Player, param2: true  # includes seated on bike and in HV,SV,CV
  AITarget-2: Entity, param1: NPCFighter
  AITarget-3: Entity, param1: Cyborg
  AITarget-4: Entity, param1: EnemyDrone
  AITarget-5: Entity, param1: TroopTransport
  AITarget-6: Entity, param1: Animal
  AITarget-7: Entity, param1: Trader
  AITarget-8: Entity, param1: Civilian
}

{ +Entity Name: PreyTemplateAttack
  
  Faction: Prey
  ModelType: NoRagdoll
  Prefab: Alien
  EntityType: Animal
  Class: Animal
  Parent: Enemies    
  IsEnemy: false
  AvatarController: Enemy  
  
  SurfaceCategory: human

  
  AITask-1: Swim
  AITask-2: ApproachAttack
  AITask-3: ApproachSpot
  AITask-4: Wander

  AITarget-1: OnHurt, param1: Player
  # AITarget-2: Entity, param1: Player

  
  ViewAngle: 270
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false
}

{ +Entity Name: PreyTemplateFlee
  
  Faction: Prey
  ModelType: NoRagdoll
  Prefab: Alien
  EntityType: Animal
  Class: Animal
  Parent: Enemies
  IsEnemy: false
  AvatarController: Enemy  
  
  SurfaceCategory: human
  
  AITask-1: Swim
  AITask-2: FleeOnHurt
  #         AITask-3: RunawayFromEntity, param1: EntityPlayer
  AITask-3: Wander

  
  ViewAngle: 270
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false
}


## ============================================
## ============ TEMPLATES AI NEW  =============
## ============================================

{ +Entity Name: PreyBAITemplate
  
  Faction: Prey
  ModelType: NoRagdoll
  Prefab: Alien
  EntityType: Animal
  Class: BehaviorAI
  Parent: Enemies
  IsEnemy: false
  AvatarController: BAIAnimalBase 
  
  SurfaceCategory: human

  
  ViewAngle: 270
  Weight: 100
  MaxHealth: 60

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  UpdateClusterInfo: true       
  AllowUserInstantiate: false 
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
  }  
  PoolCount: 10
}

{ +Entity Name: PredatorBAITemplate
  
  Faction: Predator
  ModelType: NoRagdoll
  Prefab: Alien
  Parent: Enemies
  IsEnemy: true
  EntityType: Animal
  
  Class: BehaviorAI
  AvatarController: BAIAnimalBase
  
  
  SurfaceCategory: human

  
  Weight: 100
 
  TimeStayAfterDeath: 120            
  FadingEnabled: true

  UpdateClusterInfo: true       
  AllowUserInstantiate: false
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
  }  
  PoolCount: 10  
}
{ +Entity Name: AlienTemplateBAI
  
  Faction: Zirax
  ModelType: NoRagdoll
  Prefab: Alien
  Class: BehaviorAI
  AvatarController: BAIAnimalBase
  Parent: Enemies
  IsEnemy: true
  EntityType: NPCFighter
  RotateSpeedMovement: 180
  
  SurfaceCategory: human
  
  ViewAngle: 270
  Weight: 100

  TimeStayAfterDeath: 120            
  FadingEnabled: true

  AllowUserInstantiate: false
  PoolCount: 10
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
}

## ================================================== 
## ============= Templates - END  ===================
## ================================================== 


## ========================= Predators - Aggressive Creatures =========================  

{ +Entity Name: Spinosaurus, Ref: PredatorTemplate
  Mesh: Enemies/Spinosaurus/SpinosaurusPrefab
  MeshDead: Enemies/Spinosaurus/SpinosaurusDeadPrefab
  HeadTransform: head

  
  MaxHealth: 600
  XpFactor: 2
  HandItem: MeleeSpinosaurus
  RotateToGround: true

  WanderSpeed: 0.4
  ApproachSpeed: 1.8
  NightWanderSpeed: 0.6
  NightApproachSpeed: 1.6
  PanicSpeed: 2
  
  SurfaceCategory: human

  
  SoundRandomTime: 30.0   
  SoundRandom: Enemies/Spinosaurus/DinosaurDesign
  SoundAlertTime: 25.0   
  SoundAlert: Enemies/Spinosaurus/Detection
  # SoundSense: Enemies/Spinosaurus/Detection
  SoundHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
  SoundDeath: Enemies/Megalonops/RoarScream08

  LootListOnDeath: 10
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  AllowUserInstantiate: true 
}

{ Entity Name: PlantMonster, Ref: PredatorTemplate
  Mesh: Enemies/PlantMonster/PlantMonsterPrefab
  MeshDead: Enemies/PlantMonster/PlantMonsterDeadPrefab
  HeadTransform: Neck_bone26
  
  Prefab: AlienHumanoid
  
  # Faction: Alien
  Faction: Predator  
  
  MaxHealth: 600
  # XpFactor: 1.2
  XpFactor: 4.08
  HandItem: MeleePlantMonster
  RotateToGround: false

  WanderSpeed: 0.3
  ApproachSpeed: 1.2
  NightWanderSpeed: 0.1
  NightApproachSpeed: 1
  PanicSpeed: 0.55
  
  SurfaceCategory: human

  SfxRandomTime: 50.0
  # SfxRandom: Enemies/PlantMonster/CritterSFX-Long_6
  SfxRandom: Enemies/PlantMonster/PlantMonster_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/PlantMonster/CritterSFX-Long_5
  SfxAlert: Enemies/PlantMonster/PlantMonster_SfxRandom
  # SfxSense: Enemies/PlantMonster/CritterSFX-Long_5  
  SfxHurt:  Enemies/PlantMonster/PlantMonster_SfxHurt
  SfxDeath: Enemies/PlantMonster/PlantMonster_SfxDeath  

  LootListOnDeath: 30
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: false
  AllowInSpawners: false
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
}

# Remove after save game break
{ +Entity Name: CaveWormGreyOld, Ref: PredatorTemplate
  Mesh: Enemies/CaveWorm/CaveWormGreyPrefab
  MeshDead: Enemies/CaveWorm/CaveWormGreyDeadPrefab
  # HeadTransform: "Creature:head"
  HeadTransform: Head

  
  MaxHealth: 600
  # XpFactor: 1.5
  XpFactor: 5.1
  HandItem: MeleeCaveWorm
  RotateToGround: true

  WanderSpeed: 0.3
  ApproachSpeed: 1.2
  NightWanderSpeed: 0.3
  NightApproachSpeed: 1.2
  PanicSpeed: 1.8

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/CaveWorm/CritterSFX-Long_2

  SfxAlertTime: 25.0
  SfxAlert: Enemies/CaveWorm/CritterSFX-Short
  # SfxSense: Enemies/CaveWorm/CritterSFX-Short_6

  SfxHurt: Enemies/CaveWorm/hurt
  SfxDeath: Enemies/CaveWorm/CritterSFX-Long

  LootListOnDeath: 20
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: false
  AllowInSpawners: false
  FadingEnabled: false     # otherwise problems when switching to dead model 
} 

{ +Entity Name: WoodWalker, Ref: PredatorTemplate
  Mesh: Enemies/WoodWalker/WoodWalkerPrefab
  # HeadTransform: Spine_bone3
  HeadTransform: Head
  
  Faction: Predator
  
  Prefab: AlienLarge

  MaxHealth: 1000
  XpFactor: 7.5
  HandItem: MeleeWoodWalker

  WanderSpeed: 0.2
  ApproachSpeed: 1.0
  NightWanderSpeed: 0.2
  NightApproachSpeed: 1.0
  PanicSpeed: 0.9

  
  SurfaceCategory: wood

  SfxRandomTime: 50.0
  # SfxRandom: Enemies/Golem2/MONSTERGrowlDeep08aShort
  SfxRandom: Enemies/GolemDesert/GolemDesert_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/Golem2/MONSTERGrowlDeep08aShort
  SfxAlert: Enemies/GolemDesert/GolemDesert_SfxRandom
  # SfxSense: Enemies/Golem2/MONSTERGrowlDeep08aShort

  # SfxHurt: Enemies/Golem2/MONSTERGrowlDeep07Short
  SfxHurt: Enemies/GolemDesert/GolemDesert_SfxHurt
  # SfxDeath: Enemies/Golem2/RoarScream07
  SfxDeath: Enemies/GolemDesert/GolemDesert_SfxDeath
  
  LootListOnDeath: 7

  AllowUserInstantiate: true
  AllowInSpawners: false
}


## ================================================== 
 
{ +Entity Name: MegalonopsGrey, Ref: PreyTemplateFlee
  Mesh: Enemies/Megalonops/MegalonopsGreyPrefab
  MeshDead: Enemies/Megalonops/MegalonopsGreyDeadPrefab
  HeadTransform: megalonops_ Head

  
  MaxHealth: 350
  # XpFactor: 0.6
  XpFactor: 1.44
  RotateToGround: false
  HandItem: MeleeMegalonopsGrey

  WanderSpeed: 0.45
  ApproachSpeed: 1.5
  NightWanderSpeed: 0.45
  NightApproachSpeed: 1.5
  PanicSpeed: 1.5

  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/Megalonops/MONSTERGroanLong
  SfxRandom: Enemies/Megalonops/Megalonops_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/Megalonops/MONSTERGrowlDeep06Medium
  SfxAlert: Enemies/Megalonops/Megalonops_SfxRandom
  # SfxSense: Enemies/Megalonops/MONSTERGrowlDeep05Medium

  # SfxHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
  SfxHurt: Enemies/Megalonops/Megalonops_SfxHurt
  # SfxDeath: Enemies/Megalonops/RoarScream08
  SfxDeath: Enemies/Megalonops/Megalonops_SfxDeath

  LootListOnDeath: 10
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  AllowUserInstantiate: true
}
 
{ +Entity Name: MegalonopsGreen, Ref: PreyTemplateAttack
  Mesh: Enemies/Megalonops/MegalonopsGreenPrefab
  MeshDead: Enemies/Megalonops/MegalonopsGreenDeadPrefab

  
  MaxHealth: 500
  # XpFactor: 0.6
  XpFactor: 1.8
  HandItem: MeleeMegalonopsGrey

  WanderSpeed: 0.45
  ApproachSpeed: 1.5
  NightWanderSpeed: 0.45
  NightApproachSpeed: 1.5
  PanicSpeed: 1.5

  SurfaceCategory: human
 
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Triceratops/DinosaurDesign

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Triceratops/DinosaurDesign
  # SfxSense: Enemies/Megalonops/MONSTERGrowlDeep05Medium

  SfxHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
  SfxDeath: Enemies/Megalonops/RoarScream08

  LootListOnDeath: 17
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
}
 
{ +Entity Name: MegalonopsBrown, Ref: MegalonopsGreen
  Mesh: Enemies/Megalonops/MegalonopsBrownPrefab
  MeshDead: Enemies/Megalonops/MegalonopsBrownDeadPrefab

  
  MaxHealth: 800
  # XpFactor: 0.6
  XpFactor: 2.52
  HandItem: MeleeMegalonopsBrown
}

## ================================================== 

# delete
{ Entity Name: OviraptorOld, Ref: MegalonopsGrey
  Mesh: Enemies/OviraptorPrefab
  MeshDead: Enemies/OviraptorDeadPrefab
  HeadTransform: head  
  HandItem: MeleeOviraptor
  
  Faction: Prey
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Oviraptor/Oviraptor_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Oviraptor/Oviraptor_SfxRandom
  SfxHurt:  Enemies/Oviraptor/Oviraptor_SfxHurt
  SfxDeath: Enemies/Oviraptor/Oviraptor_SfxDeath
  
  LootListOnDeath: 9

  FadingEnabled: false          # Standard shader cutout not working with fading

  AllowUserInstantiate: false
  AllowInSpawners: false
}

## ================================================== 
{ +Entity Name: Slime, Ref: PreyTemplateAttack
  Mesh: Enemies/Slime/SlimePrefab
  MeshDead: Enemies/Slime/SlimeDeadPrefab
  HeadTransform: Spine_root1
  
  Prefab: AlienSmall

  MaxHealth: 600
  # XpFactor: 0.8
  XpFactor: 2.72
  HandItem: MeleeSlime
  RotateToGround: true

  WanderSpeed: 0.3
  ApproachSpeed: 1
  NightWanderSpeed: 0.3
  NightApproachSpeed: 1
  PanicSpeed: 1

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Slime/Slime_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Slime/Slime_SfxRandom
  SfxHurt: Enemies/Slime/Slime_SfxHurt
  SfxDeath: Enemies/Slime/Slime_SfxDeath

  LootListOnDeath: 20
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
}

{ +Entity Name: SlimeWhite, Ref: Slime
  Mesh: Enemies/Slime/SlimeWhitePrefab
  MeshDead: Enemies/Slime/SlimeWhiteDeadPrefab
} 

## ========================= BAI Prey =========================

# DO NOT USE anymore (use Parasaur02)
{ +Entity Name: Parasaur, Ref: PreyBAITemplate
  
  
  #Mesh: Enemies/Parasaur/ParasaurBAINewPrefab
  Mesh: Enemies/Parasaur/ParasaurBAIPrefab
  MeshDead: Enemies/Parasaur/ParasaurBAIDeadPrefab
  HeadTransform: head
  
  
  MaxHealth: 600
  XpFactor: 2.04
  HandItem: MeleeParasaur
  RotateToGround: true
  RotateSpeed: 220 #at speed 8 they get stuck.. need new steering for hi speed animals 
  RotateSpeedMovement: 220 
  
  NavigateInWater: false

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Parasaur/Parasaur_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Parasaur/Parasaur_SfxRandom
  SfxHurt:  Enemies/Parasaur/Parasaur_SfxHurt
  SfxDeath: Enemies/Parasaur/Parasaur_SfxDeath
  SfxAnimationEvent0: Enemies/Oviraptor/Oviraptor_SfxHurt_a1  
  
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  LootListOnDeath: 10

  AllowUserInstantiate: true
  
 
   
  { Child MainBehavior
	  BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	  Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	  Slot2: "SlotLowAlert,        Behaviors/Activities/HerbivoreLowAlert"
	  Slot3: "SlotAlertedNoTarget, Behaviors/Activities/HerbivoreFlee"	
	  Slot4: "SlotSearchTarget,    Behaviors/Activities/HerbivoreFlee"	
	  Slot5: "SlotAttackTarget,    Behaviors/Activities/HerbivoreFlee"	
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.2
    SpeedAttack: 3.5
    SpeedFlee: 3.6
  }  
  
  {	Child VisionSensor  
	VisibleDistance: 90 
	ViewAngle: 240      
  }
 

  {	Child AlertSensor   
   
	AlertLevel1: 20, param1: 0          
	AlertLevel2: 80, param1: 5			
	AlertLevel3: 100, param1: 15        
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0   
	AlertAddFromVisionMovement:200      
	AlertVisionMaxSpeed:2               
	AlertAddFromAutoAlert:40            
	MinDistanceToAutoAlert:20           
	NoiseMaxDistance:50					
	NoiseAlertMultiplier:1			    
	DamageAlertMultiplier:60            
	AlertFromFriendDeath:60             
  }  
}

{ +Entity Name: Parasaur02, Ref: PreyBAITemplate 
  #Mesh: Enemies/Parasaur/ParasaurBAINewPrefab
  Mesh: Enemies/Parasaur/ParasaurBAIPrefab
  MeshDead: Enemies/Parasaur/ParasaurBAIDeadPrefab
  HeadTransform: head
  
  
  MaxHealth: 600
  XpFactor: 2.04
  HandItem: MeleeParasaur
  RotateToGround: true
  RotateSpeed: 400 #at speed 8 they get stuck.. need new steering for hi speed animals 
  RotateSpeedMovement: 400 
  NavigateInWater: false

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Parasaur/Parasaur_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Parasaur/Parasaur_SfxRandom
  SfxHurt:  Enemies/Parasaur/Parasaur_SfxHurt
  SfxDeath: Enemies/Parasaur/Parasaur_SfxDeath
  SfxAnimationEvent0: Enemies/Oviraptor/Oviraptor_SfxHurt_a1 
  
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  LootListOnDeath: 10

  AllowUserInstantiate: true 
  
  { Child MainBehavior
    BehaviorName:                Behaviors/HiLevelTrees/MainAnimal
    Slot1: "SlotLifeCycle,       Behaviors/AnimalSpecific/Parasaur02/Parasaur02_BasicLifeCycle"
    Slot2: "SlotLowAlert,        Behaviors/AnimalSpecific/Parasaur02/Parasaur02_LowAlert"
    Slot3: "SlotAlertedNoTarget, Behaviors/AnimalSpecific/Parasaur02/Parasaur02_Flee"  
    Slot4: "SlotSearchTarget,    Behaviors/AnimalSpecific/Parasaur02/Parasaur02_Flee"  
    Slot5: "SlotAttackTarget,    Behaviors/AnimalSpecific/Parasaur02/Parasaur02_Flee"  
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.2
    SpeedAttack: 3.5
    SpeedFlee: 3.6
  }  
  
  { Child VisionSensor        
  VisibleDistance: 90         
  ViewAngle: 200              
  }
   
  { Child HideSensor                
    AlertMitigationFactor: 1         
  }

  { Child BodySensor                 
    ThirstLevelIncreaseRate: 0.2      
    HungerLevelIncreaseRate: 0.2     
  }

  { Child AlertSensor   
   
  AlertLevel1: 20, param1: 0          
  AlertLevel2: 80, param1: 5      
  AlertLevel3: 100, param1: 15        
  AlertLevelDrop:10         /
  AlertAddFromVisionMinNoMovement:0   
  AlertAddFromVisionMovement:200      
  AlertVisionMaxSpeed:2               
  AlertAddFromAutoAlert:40            
  MinDistanceToAutoAlert:20           
  NoiseMaxDistance:50         
  NoiseAlertMultiplier:1          
  DamageAlertMultiplier:60            
  AlertFromFriendDeath:60             
  }  


  { Child DebugSensor                  
    DisplayDistance: true              
    DisplayIsHidden: true             
    DisplayIsAttacking: false           
    DisplayHungerBar: true             
    DisplayThirstBar: true             
    DisplayClosestWaterGO: true       
  }

}

{ +Entity Name: ParasaurBaby, Ref: Parasaur02
  Mesh: Enemies/Parasaur/ParasaurBAIBabyPrefab
  MeshDead: Enemies/Parasaur/ParasaurBAIBabyDeadPrefab

  
  MaxHealth: 300
  XpFactor: 0.6
  RotateSpeed: 300 
  RotateSpeedMovement: 300
  LootListOnDeath: 32
  
  AllowUserInstantiate: true
  
  
  { Child VariableOverride
    SpeedCalm: 0.35
    SpeedAlerted: 1.5
    SpeedAttack: 3.2
    SpeedFlee: 3.4
  }  
  
  {	Child VisionSensor
	VisibleDistance: 100
  }  
}


{ +Entity Name: Triceratops, Ref: PreyBAITemplate  
  Mesh: Enemies/Triceratops/TriceratopsPrefab
  MeshDead: Enemies/Triceratops/TriceratopsDeadPrefab
  HeadTransform: head

  
  MaxHealth: 2000
  # XpFactor: 0.5
  XpFactor: 4.5
  HandItem: MeleeTriceratops
  RotateToGround: true
  RotateSpeed: 45

  WanderSpeed: 0.2
  ApproachSpeed: 1.7
  NightWanderSpeed: 0.2
  NightApproachSpeed: 1.7
  PanicSpeed: 1.8
  RotateSpeedMovement: 120

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Triceratops/Triceratops_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Triceratops/Triceratops_SfxRandom
  SfxHurt: Enemies/Triceratops/Triceratops_SfxHurt
  SfxDeath: Enemies/Triceratops/Triceratops_SfxDeath
  SfxAnimationEvent0: Enemies/Triceratops/RoarScream03 # roar before attack  

  LootListOnDeath: 31
  AllowUserInstantiate: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"	
  }
  
  { Child Hints
	AttackWaitAfterAttack: 0
	AttackRoarBeforeAttack: 10
	IsHunting:0
	AttackMaxCount:4
	AttackRandomDirection:10
  }  
  
  { Child VariableOverride
	MinimalDistanceToTarget: 4.0
	MeleeAttackDistance: 5.0
    SpeedCalm: 0.3
    SpeedAlerted: 1.0
    SpeedAttack: 1.5
	SpeedFlee: 1.0
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 60, param1: 20
	AlertLevel3SwithToOnDmg: true
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:100
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:10
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }
}

## ========================= BAI Predator =========================

{ +Entity Name: Spider01, Ref: PredatorBAITemplate
  Mesh: Enemies/Spiders/Spider01Prefab
  MeshDead: Enemies/Spiders/Spider01DeadPrefab
  HeadTransform: Head
  
  Prefab: AnimalSmall

  MaxHealth: 400
  XpFactor: 3.12
  HandItem: MeleeSpider01
  RotateToGround: true
  RotateSpeedMovement: 180

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath


  LootListOnDeath: 20
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.12
    SpeedAlerted: 0.5
    SpeedAttack: 1.75
	SpeedFlee: 1.2
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 30
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 30  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 0.5 
  }   
  
}
{ +Entity Name: Spider01Small, Ref: PredatorBAITemplate       #Use In POIS instead of Spider01 (less issues with size/corridors et)
  Mesh: Enemies/Spiders/Spider01SmallPrefab
  MeshDead: Enemies/Spiders/Spider01SmallDeadPrefab
  HeadTransform: Head
  
  Prefab: AnimalSmall

  MaxHealth: 200
  XpFactor: 1.5
  HandItem: MeleeSpider01Small
  RotateToGround: true
  RotateSpeedMovement: 180

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath


  LootListOnDeath: 78
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.12
    SpeedAlerted: 0.5
    SpeedAttack: 1.75
	SpeedFlee: 1.2
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 30
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 30  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 0.5 
  }   
  
}

{ +Entity Name: Spider01Baby, Ref: PredatorBAITemplate       #For use in POI as swarm to be effeciently beaten with flamethrower and shotgun only
  Mesh: Enemies/Spiders/Spider01BabyPrefab
  MeshDead: Enemies/Spiders/Spider01BabyDeadPrefab
  HeadTransform: Head
  
  Prefab: AnimalSmall

  MaxHealth: 50
  XpFactor: 0.2
  HandItem: MeleeSpider01Baby
  RotateToGround: true
  RotateSpeedMovement: 180

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath


  LootListOnDeath: 79
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.24
    SpeedAlerted: 0.6
    SpeedAttack: 3
	SpeedFlee: 2.4
  }  
  
  {	Child VisionSensor
	VisibleDistance: 30
	ViewAngle: 360
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 15
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 45  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 0.8 
  }   
  
}

{ +Entity Name: Spider02, Ref: Spider01
  Mesh: Enemies/Spiders/Spider02Prefab
  MeshDead: Enemies/Spiders/Spider02DeadPrefab
  
  MaxHealth: 800
  XpFactor: 5.04
  HandItem: MeleeSpider02
  
  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/Spiders/CritterSFX-Long_11
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/Spiders/CritterSFX-Short_4
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  # SfxSense: Enemies/Spiders/CritterSFX-Long_3
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath
  LootListOnDeath: 20
	
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.65
    SpeedAttack: 2.5
	SpeedFlee: 2.0
  }    
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 10
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 15  
	FearFromNoiseMultiplier: 0.1  
	FearPropagationDamageMultiplier: 0.3 
  }     
}
{ +Entity Name: Spider02Small, Ref: Spider01Small
  Mesh: Enemies/Spiders/Spider02SmallPrefab
  MeshDead: Enemies/Spiders/Spider02SmallDeadPrefab
  
  MaxHealth: 400
  XpFactor: 2.5
  HandItem: MeleeSpider02Small
  MotionAnimationSpeedMultiplier: 1.5
  
  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/Spiders/CritterSFX-Long_11
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/Spiders/CritterSFX-Short_4
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  # SfxSense: Enemies/Spiders/CritterSFX-Long_3
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath
  LootListOnDeath: 78
	
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.65
    SpeedAttack: 2.5
	SpeedFlee: 2.0
  }    
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 10
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 15  
	FearFromNoiseMultiplier: 0.1  
	FearPropagationDamageMultiplier: 0.3 
  }     
}
{ +Entity Name: Spider02Baby, Ref: Spider01Baby
  Mesh: Enemies/Spiders/Spider02BabyPrefab
  MeshDead: Enemies/Spiders/Spider02BabyDeadPrefab
  
  MaxHealth: 100
  XpFactor: 1
  HandItem: MeleeSpider02Baby
  MotionAnimationSpeedMultiplier: 2
  
  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/Spiders/CritterSFX-Long_11
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/Spiders/CritterSFX-Short_4
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  # SfxSense: Enemies/Spiders/CritterSFX-Long_3
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath
  LootListOnDeath: 79
	
  { Child VariableOverride
    SpeedCalm: 0.6
    SpeedAlerted: 1.2
    SpeedAttack: 2.3
	SpeedFlee: 3.5
  }    
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 10
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 15  
	FearFromNoiseMultiplier: 0.1  
	FearPropagationDamageMultiplier: 0.3 
  }     
}

{ +Entity Name: Spider03, Ref: Spider01
  Mesh: Enemies/Spiders/Spider03Prefab
  MeshDead: Enemies/Spiders/Spider03DeadPrefab
  
  MaxHealth: 1000
  XpFactor: 6
  RightHandJointName: WeaponPin
  ItemsOnEnterGame: SpiderRangedWeapon
  
   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child Hints
	ReturnHome: 100
	IsRanged: 100
  }  
	
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.7
    SpeedAttack: 2.6
	SpeedFlee: 2.3
  }
}
{ +Entity Name: Spider03Small, Ref: Spider01Small
  Mesh: Enemies/Spiders/Spider03SmallPrefab
  MeshDead: Enemies/Spiders/Spider03SmallDeadPrefab
  
  MaxHealth: 500
  XpFactor: 3 
  HandItem: MeleeSpider03Small
}
{ +Entity Name: Spider03Baby, Ref: Spider01Baby
  Mesh: Enemies/Spiders/Spider03BabyPrefab
  MeshDead: Enemies/Spiders/Spider03BabyDeadPrefab
  
  MaxHealth: 250
  XpFactor: 1.5 
  HandItem: MeleeSpider03Baby
}
# Do NOT use anymore
{ +Entity Name: AlienBug01Old, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienBugs/AlienBug01Prefab
  MeshDead: Enemies/AlienBugs/AlienBug01DeadPrefab
  HeadTransform: Head
  
  Faction: Prey
  Prefab: AnimalSmall
  IsEnemy: false

  MaxHealth: 350
  XpFactor: 1.6
  HandItem: MeleeAlienBug01
  RotateToGround: true
  RotateSpeedMovement: 180

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/AlienBugs/cricket_chirping
  SfxRandom: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/AlienBugs/Alien01Generic04
  SfxAlert: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxRandom
  # SfxSense: Enemies/AlienBugs/Alien01Generic04

  # SfxHurt: Enemies/CaveWorm/hurt
  SfxHurt: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxHurt
  # SfxDeath: Enemies/CaveWorm/CritterSFX-Long
  SfxDeath: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxDeath


  LootListOnDeath: 33
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: false 
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/AlienBug01
  }
  
  {	Child VisionSensor
	VisibleDistance: 30
	ViewAngle: 360
  }  
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 3 
	FearDropPerFriend: 2 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 90
	FearFromDamageMultiplier: 2.0 
	FearFromNoiseMaxDistance: 20  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 1.0 
  }   
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
  }       
  
}

{ +Entity Name: Fish, Ref: PredatorBAITemplate
  
  Mesh: Enemies/Fish/FishPrefab
  MeshDead: Enemies/Fish/FishDeadPrefab

  Faction: Prey
  Prefab: Fish
  IsEnemy: false
  # Swiming AI Settings
  MovementController: SmallSizeSwim

  # Statistics
  MaxHealth: 50
  RotateToGround: true
  RotateSpeedMovement: 1000

  # Particle effects
  SurfaceCategory: alien

  # Sound settings
  # SfxRandomTime: 5.0
  # SfxRandom: Enemies/Mosquito/Mosquito_SfxRandom

  SfxHurt: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxDeath

  # Loot Settings
  LootListOnDeath: 34
  
  FadingEnabled: false
  UpdateClusterInfo: true   
  AllowInSpawners: true 
  AllowUserInstantiate: true
  
  # NEW AI Properties 
  { Child MainBehavior
    BehaviorName: Behaviors/AnimalSpecific/Fish/Fish
  }

  { Child VisionSensor
    VisibleDistance: 30
    ViewAngle: 360
  }

  { Child AlertSensor
    AlertLevel1: 15, param1: 0
  }
}

{ +Entity Name: Butterfly_01, Ref: PredatorBAITemplate
  
  Mesh: Neutral/Butterfly/Butterfly_01
  MeshDead: Neutral/Butterfly/Butterfly_01_Dead

  Faction: Prey
  Prefab: Butterfly
  IsEnemy: false
  # Flying AI Settings
  MovementController: SmallSizeFly

  # Statistics
  MaxHealth: 50
  RotateToGround: true
  RotateSpeedMovement: 1000

  # Particle effects
  SurfaceCategory: alien

  # Sound settings
  # SfxRandomTime: 6.0
  # SfxRandom: Enemies/AnnoyingMosquito/AnnoyingMosquito_SfxRandom

  SfxHurt: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxDeath

  # Loot Settings
  LootListOnDeath: 83
  
  FadingEnabled: false
  UpdateClusterInfo: true   
  AllowInSpawners: true 
  AllowUserInstantiate: true
  
  # NEW AI Properties 
  { Child MainBehavior
    BehaviorName: Behaviors/AnimalSpecific/Butterfly/Butterfly
  }

  { Child VisionSensor
    VisibleDistance: 30
    ViewAngle: 360
  }

  { Child AlertSensor
    AlertLevel1: 15, param1: 0
  }
}

{ +Entity Name: Butterfly_02, Ref: Butterfly_01
  Mesh: Neutral/Butterfly/Butterfly_02
  MeshDead: Neutral/Butterfly/Butterfly_02_Dead
}

{ +Entity Name: AnnoyingMosquito_Primitive, Ref: PredatorBAITemplate
  
  Mesh: Enemies/AnnoyingMosquito/AnnoyingMosquito_PrimitivePrefab
  MeshDead: Enemies/AnnoyingMosquito/AnnoyingMosquito_PrimitiveDeadPrefab

  Faction: Prey
  Prefab: AnnoyingMosquito
  IsEnemy: true
  # Flying AI Settings
  MovementController: SmallSizeFly

  # Statistics
  MaxHealth: 50
  RotateToGround: true
  RotateSpeedMovement: 1000

  # Particle effects
  SurfaceCategory: alien

  # Sound settings
  SfxRandomTime: 6.0
  SfxRandom: Enemies/AnnoyingMosquito/AnnoyingMosquito_SfxRandom

  SfxHurt: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxDeath

  # Loot Settings
  LootListOnDeath: 81
  
  FadingEnabled: false
  UpdateClusterInfo: true   
  AllowInSpawners: true 
  AllowUserInstantiate: true
  
  # NEW AI Properties 
  { Child MainBehavior
    BehaviorName: Behaviors/AnimalSpecific/AnnoyingMosquito/AnnoyingMosquitoBehaviour
  }

  { Child VisionSensor
    VisibleDistance: 30
    ViewAngle: 360
  }

  { Child AlertSensor
    AlertLevel1: 15, param1: 0
  }
}

{ +Entity Name: AnnoyingMosquito_Gray, Ref: AnnoyingMosquito_Primitive
  Mesh: Enemies/AnnoyingMosquito/AnnoyingMosquito_GrayPrefab
  MeshDead: Enemies/AnnoyingMosquito/AnnoyingMosquito_GrayDeadPrefab
}

{ +Entity Name: AnnoyingMosquito_Red, Ref: AnnoyingMosquito_Primitive
  Mesh: Enemies/AnnoyingMosquito/AnnoyingMosquito_RedPrefab
  MeshDead: Enemies/AnnoyingMosquito/AnnoyingMosquito_RedDeadPrefab
}

{ +Entity Name: AnnoyingMosquito_Green, Ref: AnnoyingMosquito_Primitive
  Mesh: Enemies/AnnoyingMosquito/AnnoyingMosquito_GreenPrefab
  MeshDead: Enemies/AnnoyingMosquito/AnnoyingMosquito_GreenDeadPrefab
}

{ +Entity Name: AlienBug03, Ref: AlienBug01Old
  Mesh: Enemies/AlienBugs/AlienBug03Prefab
  MeshDead: Enemies/AlienBugs/AlienBug03DeadPrefab
  HeadTransform: Head
  Faction: Predator
  
  Prefab: AlienFat
  IsEnemy: true
  
  
  SurfaceCategory: alien

  MaxHealth: 1500
  XpFactor: 8.4
  RightHandJointName: WeaponNode
  ItemsOnEnterGame: AlienBugRangedWeapon
  # HandItem: MeleeAlienBug03
  RotateToGround: true
  RotateSpeed: 100
  RotateSpeedMovement: 180

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienBugs/AlienBug03/AlienBug03_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienBugs/AlienBug03/AlienBug03_SfxRandom
  SfxHurt:  Enemies/AlienBugs/AlienBug03/AlienBug03_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug03/AlienBug03_SfxDeath

  LootListOnDeath: 87
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true

   
#  { Child MainBehavior
#	BehaviorName: Behaviors/PlanetLife/BehaviorAlienBug03
#  }
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }  
  
  { Child Hints
    IsRanged: 100
#	AttackApproachTarget: 0
#	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  }
  
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.5
	SpeedAttack: 1.0
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }
    
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV,SV,CV,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 20, param1: 10
	AlertLevel3: 40, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }     
}

{ +Entity Name: AlienBug04, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienBugs/AlienBug04Prefab
  MeshDead: Enemies/AlienBugs/AlienBug04DeadPrefab
  HeadTransform: Head
  
  Prefab: AlienFat
  Faction: Prey
  
  
  SurfaceCategory: alien
  MaxHealth: 800
  XpFactor: 5.04
  RightHandJointName: WeaponNode
  ItemsOnEnterGame: AlienBug04RangedWeapon
  # HandItem: MeleeAlienBug04
  RotateToGround: true
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.4
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienBugs/AlienBug04/AlienBug04_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienBugs/AlienBug04/AlienBug04_SfxRandom
  SfxHurt:  Enemies/AlienBugs/AlienBug04/AlienBug04_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug04/AlienBug04_SfxDeath

  LootListOnDeath: 88
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.5
	SpeedAttack: 1.0
  }
  
  { Child Hints
    IsRanged: 100
#	AttackApproachTarget: 0
#	AttackOptimalDistance: 40
#	SearchAdvanceTime: 1.0
#	SearchWaitTime: 3
#	SearchRandomDistanceMult: 0.5
  }
	
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 110
  }    
  
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 20
	AlertLevel3SwithToOnDmg: true
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }         
}

{ +Entity Name: AlienBug01V2, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienBugs/AlienBug01Prefab
  MeshDead: Enemies/AlienBugs/AlienBug01DeadPrefab
  HeadTransform: Head
  
  Faction: Predator
  Prefab: AnimalSmall
  IsEnemy: true

  MaxHealth: 350
  XpFactor: 1.6
  HandItem: MeleeAlienBug01
  RotateToGround: true
  RotateSpeedMovement: 180

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/AlienBugs/cricket_chirping
  SfxRandom: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/AlienBugs/Alien01Generic04
  SfxAlert: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxRandom
  # SfxSense: Enemies/AlienBugs/Alien01Generic04

  # SfxHurt: Enemies/CaveWorm/hurt
  SfxHurt: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxHurt
  # SfxDeath: Enemies/CaveWorm/CritterSFX-Long
  SfxDeath: Enemies/AlienBugs/AlienBug01/AlienBug01_SfxDeath


  LootListOnDeath: 33
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true 
  FadingEnabled: false
  
  
  { Child MainBehavior
    BehaviorName:                Behaviors/AnimalSpecific/AlienBug01V2/AlienBug01V2MainAnimal
    Slot1: "SlotLifeCycle,       Behaviors/AnimalSpecific/AlienBug01V2/AlienBug01V2BasicLifeCycle"
    Slot2: "SlotLowAlert,        Behaviors/AnimalSpecific/AlienBug01V2/AlienBug01V2BasicLifeCycle"
    Slot3: "SlotAlertedNoTarget, Behaviors/AnimalSpecific/AlienBug01V2/AlienBug01V2HasNoTarget"  
    Slot4: "SlotSearchTarget,    Behaviors/AnimalSpecific/AlienBug01V2/AlienBug01V2HasTarget"  
    Slot5: "SlotAttackTarget,    Behaviors/AnimalSpecific/AlienBug01V2/AlienBug01V2HasTarget"  
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.2
    SpeedAttack: 2.8
    SpeedFlee: 2.8
  }  

  { Child VisionSensor
    VisibleDistance: 50
    ViewAngle: 360
  }  
  
  { Child BodySensor                  
    HungerLevelIncreaseRate: 0.5        
  }

  { Child FearSensor                  
    MaxFear: 60                       
    FearDrop: 3                       
    FearDropPerFriend: 2              
    FearDropMaxFromFriends: 50  
    MaxFriendDistance: 10             
  
    MinDistanceToFearAnEnemy: 0       
    FearFromEnemy: 0
    FearFromFriendDeath: 90
    FearFromDamageMultiplier: 2.0     
    FearFromNoiseMaxDistance: 20      
    FearFromNoiseMultiplier: 0.2      
    FearPropagationDamageMultiplier: 1.0 
  }   
  
  {	Child AlertSensor   
   
	AlertLevel1: 20, param1: 0          
	AlertLevel2: 80, param1: 5 
	AlertLevel3: 100, param1: 15        
	AlertLevelDrop:10 /
	AlertAddFromVisionMinNoMovement:0   
	AlertAddFromVisionMovement:200      
	AlertVisionMaxSpeed:2               
	AlertAddFromAutoAlert:40            
	MinDistanceToAutoAlert:20           
	NoiseMaxDistance:50					
	NoiseAlertMultiplier:1			    
	DamageAlertMultiplier:60            
	AlertFromFriendDeath:60             
  } 

  { Child DebugSensor                  
    DisplayDistance: true              
    DisplayIsHidden: false             
    DisplayIsAttacking: true           
    DisplayHungerBar: true             
    DisplayThirstBar: false             
  }
}
 
## ================================================== 
{ +Entity Name: Overseer, Ref: PredatorBAITemplate
  Mesh: Enemies/Overseer/OverseerPrefab
  MeshDead: Enemies/Overseer/OverseerDeadPrefab
  # HeadTransform: head
  HeadTransform: Head

  Faction: Predator
  
  
  MaxHealth: 1100
  # XpFactor: 1.3
  XpFactor: 7.02
  HandItem: MeleeOverseer
  RotateToGround: true
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.5

  
  SurfaceCategory: alien

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Overseer/Overseer_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Overseer/Overseer_SfxRandom
  SfxHurt:  Enemies/Overseer/Overseer_SfxHurt
  SfxDeath: Enemies/Overseer/Overseer_SfxDeath

  LootListOnDeath: 19
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.8
    SpeedAlerted: 1.75
    SpeedAttack: 3.5
	SpeedFlee: 1.5
	MeleeAttackDistance: 5.0
	MinimalDistanceToTarget: 2.0
  }   
  
  {	Child VisionSensor
	VisibleDistance: 120
	ViewAngle: 260
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}
{ +Entity Name: TotalHorror, Ref: PredatorBAITemplate
  Mesh: Enemies/TotalHorror/TotalHorrorPrefab
  HeadTransform: Biped_Skeleton_Chest1

  Faction: TheLegacy
  Prefab: AlienHumanoid

  XpFactor: 7.6
  MaxHealth: 700
  HandItem: MeleeTotalHorror

  ViewAngle: 180
  RotateSpeedMovement: 360

  SurfaceCategory: human
  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/TotalHorror/MONSTERInsectSqueel01Bright
  SfxRandom: Enemies/TotalHorror/TotalHorror_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/TotalHorror/LizardCreature01_cry
  SfxAlert: Enemies/TotalHorror/TotalHorror_SfxRandom
  # SfxSense: Enemies/TotalHorror/LizardCreature01_cry

  # SfxHurt: Enemies/TotalHorror/MONSTERDeepHurtSubtle
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
  # SfxDeath: Enemies/TotalHorror/MONSTERHurt
  SfxDeath: Enemies/TotalHorror/TotalHorror_SfxDeath

  LootListOnDeath: 28

  { Child MainBehavior
    BehaviorName: Behaviors/HiLevelTrees/MainAnimal
    Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
    Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
    Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
    Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
    Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.4
    SpeedAlerted: 1.0
    SpeedAttack: 1.8
    SpeedFlee: 2.5
    MeleeAttackDistance: 2.5
    MinimalDistanceToTarget: 2
  }   
  
  { Child Hints
	  BasicAttackStances: 1.0
  }
  
  {	Child VisionSensor
    VisibleDistance: 65
    ViewAngle: 200
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike,NPCFighter"
  }
  
  {	Child AlertSensor
    AlertLevel1: 15, param1: 0
    AlertLevel2: 50, param1: 2
    AlertLevel3: 80, param1: 20
    AlertLevelDrop:10 
    AlertAddFromVisionMinNoMovement:0 
    AlertAddFromVisionMovement:200
    AlertVisionMaxSpeed:2
    AlertAddFromAutoAlert:30
    MinDistanceToAutoAlert:20
    NoiseMaxDistance:50
    NoiseAlertMultiplier:0.3
  }     
  
  UpdateClusterInfo: true       
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  AllowUserInstantiate: true
  AllowInSpawners: true
}
# Internal name: CaveCrawler 
{ +Entity Name: CaveWormGrey, Ref: PredatorBAITemplate
  Faction: Predator
  # Mesh: Enemies/CaveWorm/CaveWormGreyPrefab
  # MeshDead: Enemies/CaveWorm/CaveWormGreyDeadPrefab
  Mesh: Enemies/CaveCrawler/CaveCrawlerPrefab
  MeshDead: Enemies/CaveCrawler/CaveCrawlerDeadPrefab 
  HeadTransform: CAVECRAWLER_HEAD

  SfxAnimationEvent0: Enemies/CaveWorm/CritterSFX-Long # roar  
  
  
  MaxHealth: 600
  # XpFactor: 1.5
  XpFactor: 5.1
  HandItem: MeleeCaveWorm
  RotateToGround: true
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 2.0
  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/CaveWorm/CritterSFX-Long_2
  SfxAlertTime: 25.0
  SfxAlert: Enemies/CaveWorm/CritterSFX-Short
  SfxHurt: Enemies/CaveWorm/hurt
  SfxDeath: Enemies/CaveWorm/CritterSFX-Long

  LootListOnDeath: 20
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"	
  }
  
  { Child Hints
    AttackUseRetreatRoar: 100
	AttackMaxCount: 3
  }
  
  { Child VariableOverride
    SpeedCalm: 0.5
    SpeedAlerted: 1.1
    SpeedAttack: 1.5
	SpeedFlee: 1.75
	MeleeAttackDistance: 3.0       
	MinimalDistanceToTarget: 2.0   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}

{ +Entity Name: CaveWormGreen, Ref: CaveWormGrey
  # Mesh: Enemies/CaveWorm/CaveWormGreenPrefab
  # MeshDead: Enemies/CaveWorm/CaveWormGreenDeadPrefab
  Mesh: Enemies/CaveCrawler/CaveCrawlerGreenPrefab
  MeshDead: Enemies/CaveCrawler/CaveCrawlerGreenDeadPrefab 

  MaxHealth: 600
  XpFactor: 5.1
}

{ +Entity Name: CaveWormWhite, Ref: CaveWormGrey
  # Mesh: Enemies/CaveWorm/CaveWormWhitePrefab
  # MeshDead: Enemies/CaveWorm/CaveWormWhiteDeadPrefab
  Mesh: Enemies/CaveCrawler/CaveCrawlerWhitePrefab
  MeshDead: Enemies/CaveCrawler/CaveCrawlerWhiteDeadPrefab 

  HandItem: MeleeCaveWormWhite
  MaxHealth: 800
  XpFactor: 12.6
  MotionAnimationSpeedMultiplier: 0.5
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.8
    SpeedAttack: 1.0
	SpeedFlee: 1.2
	MeleeAttackDistance: 4.0       
	MinimalDistanceToTarget: 3.0   
  }
}

# Remove after save game break 
{ +Entity Name: CaveWormGreyGroup, Ref: CaveWormGrey
  AllowUserInstantiate: false
  AllowInSpawners: false
}
# Remove after save game break 
{ +Entity Name: CaveWormGreyLeader, Ref: CaveWormGrey
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ +Entity Name: Crawler, Ref: PredatorBAITemplate
  Mesh: Enemies/Crawler/CrawlerPrefab
  MeshDead: Enemies/Crawler/CrawlerDeadPrefab
  # HeadTransform: VAMPIRE_ Head
  HeadTransform: Head
  
  Faction: Predator
  Prefab: AnimalSmall
  
  ViewAngle: 180
  MaxHealth: 550
  XpFactor: 8
  HandItem: MeleeCrawler
  RotateToGround: true

  SurfaceCategory: human
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.2

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Crawler/Crawler_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Crawler/Crawler_SfxRandom
  SfxHurt:  Enemies/Crawler/Crawler_SfxHurt
  SfxDeath: Enemies/Crawler/Crawler_SfxDeath

  LootListOnDeath: 20
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
  { Child VariableOverride
    SpeedCalm: 0.1
    SpeedAlerted: 1.1
    SpeedAttack: 1.5
	SpeedFlee: 1.5
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }     
}
  
{ +Entity Name: CrawlerGroup, Ref: Crawler 
  AllowUserInstantiate: false
  AllowInSpawners: false
}

# Obsolete. needed only for old entity spawners / playfields
{ Entity Name: OverseerGroup, Ref: Overseer
 
  AllowUserInstantiate: false
  AllowInSpawners: false
}




{ Entity Name: Proxy
  Class: Proxy 
  EntityType: Proxy
  AllowUserInstantiate: false
}
# Do not use anymore! Use Raptor02 instead!
{ +Entity Name: Raptor, Ref: PredatorBAITemplate
  Mesh: Enemies/Raptor/RaptorPrefab
  MeshDead: Enemies/Raptor/RaptorDeadPrefab
  HeadTransform: Head

  
  MaxHealth: 250
  XpFactor: 1.68
  HandItem: MeleeRaptor
  RotateToGround: false

  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.5
   
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Megalonops/MONSTERGroanLong
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Megalonops/MONSTERGrowlDeep06Medium
  SfxHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
  SfxDeath: Enemies/Megalonops/RoarScream08

  FadingEnabled: false         # Standard shader cutout not working with fading

  LootListOnDeath: 10
  AllowUserInstantiate: true
  
    
  { Child MainBehavior
  BehaviorName: Behaviors/HiLevelTrees/MainAnimal
  Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
  Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle" 
  Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle" 
  Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"
  Slot5: "SlotAttackTarget,    Behaviors/Activities/CirclingMeleeAttack" 
  }
  
  { Child Hints
  IsHunting: 100
  IsScavenger: 100
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.5
    SpeedAttack: 2.0
  SpeedFlee: 1.5
  MeleeAttackDistance: 2.25
  MinimalDistanceToTarget: 0.75
  }  
  
  { Child VisionSensor
  VisibleDistance: 50
  ViewAngle: 180
  }  
  
  { Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike" 
  }
  
  { Child AlertSensor
  AlertLevel1: 15, param1: 0
  AlertLevel2: 50, param1: 2
  AlertLevel3: 80, param1: 20
  AlertLevelDrop:10 
  AlertAddFromVisionMinNoMovement:0 
  AlertAddFromVisionMovement:200
  AlertVisionMaxSpeed:2
  AlertAddFromAutoAlert:30
  MinDistanceToAutoAlert:20
  NoiseMaxDistance:50
  NoiseAlertMultiplier:0.3
  }    
}


{ +Entity Name: Raptor02, Ref: PredatorBAITemplate
  Mesh: Enemies/Raptor/RaptorPrefab
  MeshDead: Enemies/Raptor/RaptorDeadPrefab
  HeadTransform: Head
  AllowInSpawners: true

  
  MaxHealth: 250
  XpFactor: 1.68
  HandItem: MeleeRaptor
  RotateToGround: false

  RotateSpeedMovement: 720
  MotionAnimationSpeedMultiplier: 1.5
   
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Megalonops/MONSTERGroanLong
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Megalonops/MONSTERGrowlDeep06Medium
  SfxHurt: Enemies/Megalonops/MONSTERDeepHurtSubtle(mono)
  SfxDeath: Enemies/Megalonops/RoarScream08

  FadingEnabled: false         # Standard shader cutout not working with fading

  LootListOnDeath: 90
  AllowUserInstantiate: true
  
    
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle"	
	Slot3: "SlotAlertedNoTarget, Behaviors/AnimalSpecific/Raptor02/Raptor02_SearchTarget"
  Slot4: "SlotSearchTarget,    Behaviors/AnimalSpecific/Raptor02/Raptor02_SearchTarget"
	Slot5: "SlotAttackTarget,    Behaviors/AnimalSpecific/Raptor02/Raptor02_SeePrey"
  }
  
  { Child Hints
	IsHunting: 100
  IsScavenger: 100
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 2.25
    SpeedAttack: 3
	  SpeedFlee: 3
	  MeleeAttackDistance: 1.75
	  MinimalDistanceToTarget: 0.75
  }  
  
  {	Child VisionSensor
	VisibleDistance: 70
	ViewAngle: 300
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player, PlayerBike, Animal"
    TargetableTypes: "Player, PlayerBike, Animal, HV, SV, CV"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:75
	NoiseAlertMultiplier:0.65
  }

  { Child HideSensor            #Hide sensor parameters, if absent, hide sensor if off 
  AlertMitigationFactor: 1      #Float : The vision detection sensor range will be mitigated by this factor  
  }

  { Child BodySensor                # Body sensor parameters, if absent, Body sensor if off 
    ThirstLevelIncreaseRate: 0      #Float : Thirst percent of increase per second. The decrease is cst 
    HungerLevelIncreaseRate: 0      # Float : Hunger percent of increase per second. The decrease is cst 
  }

  { Child DebugSensor                  
    DisplayDistance: true              
    DisplayIsHidden: false             
    DisplayIsAttacking: true           
    DisplayHungerBar: false             
    DisplayThirstBar: false             
    DisplayAmbushGO: true             
  }
  
}

{ +Entity Name: RaptorGroup, Ref: Raptor
  AllowUserInstantiate: false
}
{ +Entity Name: RaptorLeader, Ref: Raptor
  AllowUserInstantiate: false
}

## ================================================== 
# exception - aggressive creature, derived from Raptor 
{ +Entity Name: RaptorNight, Ref: Raptor   #Check if it can use BAI Raptor02
  Faction: Predator
  
  Mesh: Enemies/Raptor/RaptorNightPrefab
  MeshDead: Enemies/Raptor/RaptorNightDeadPrefab
  IsEnemy: true
  
  HandItem: MeleeRaptorNight
  MaxHealth: 600
  # XpFactor: 1.5
  XpFactor: 5.1
  
  LootListOnDeath: 90   #add own lootlist

  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 0.75

  { Child VariableOverride
    SpeedCalm: 0.4
    SpeedAlerted: 2.5
    SpeedAttack: 3.0
	SpeedFlee: 2.5
  }
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Raptor/Raptor_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Raptor/Raptor_SfxRandom
  SfxHurt:  Enemies/Raptor/Raptor_SfxHurt
  SfxDeath: Enemies/Raptor/Raptor_SfxDeath
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: Pangolin, Ref: PreyBAITemplate
  
  Mesh: Enemies/Pangolin/PangolinPrefab
  MeshDead: Enemies/Pangolin/PangolinDeadPrefab
  HeadTransform: HeadEnd_M

  
  MaxHealth: 2000
  # XpFactor: 0.5
  XpFactor: 4.5
  HandItem: MeleePangolin
  RotateToGround: true
  RotateSpeed: 45

  RotateSpeedMovement: 200
  AttackWidthAngle:45
  MotionAnimationSpeedMultiplier: 0.6

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Pangolin/Pangolin_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Pangolin/Pangolin_SfxRandom
  SfxHurt: Enemies/Triceratops/Triceratops_SfxHurt
  SfxDeath: Enemies/Triceratops/Triceratops_SfxDeath
  SfxAnimationEvent0: Enemies/Triceratops/RoarScream03 # roar before attack  

  LootListOnDeath: 31
  AllowUserInstantiate: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"	
  }
  
  { Child Hints
	AttackWaitAfterAttack: 0
	AttackRoarBeforeAttack: 10
	IsHunting:100
	AttackMaxCount:4
	AttackRandomDirection:10
  }  
  
  { Child VariableOverride
	MinimalDistanceToTarget: 2.5
	MeleeAttackDistance: 4.5
    SpeedCalm: 0.5
    SpeedAlerted: 1.5
    SpeedAttack: 2.8
	SpeedFlee: 1.0
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 100, param1: 20
	AlertLevel3SwithToOnDmg: true
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:100
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:10
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}

## ================================================== 

{ +Entity Name: WormDesert, Ref: PreyBAITemplate
  Mesh: Enemies/WormNew/WormNewPrefab            #Does not seem to use BAI controller!
  MeshDead: Enemies/WormNew/WormNewDeadPrefab
  HeadTransform: WHead005
  
  Prefab: AlienSmall

  
  MaxHealth: 600
  XpFactor: 2.72
  HandItem: MeleeWorm
  RotateToGround: true
  RotateSpeed: 100
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.2
  
#
# WanderSpeed: 0.4
#  ApproachSpeed: 1
#  NightWanderSpeed: 0.4
#  NightApproachSpeed: 1
#  PanicSpeed:  

  
  SurfaceCategory: human

  SfxRandomTime: 50.0
  SfxRandom: Enemies/Worm/Worm_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Worm/Worm_SfxRandom
  SfxHurt: Enemies/Worm/Worm_SfxHurt
  SfxDeath: Enemies/Worm/Worm_SfxDeath

  LootListOnDeath: 20
  
  AllowUserInstantiate: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
    
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.4
    SpeedAlerted: 1.2
    SpeedAttack: 1.4
	SpeedFlee: 1.0
  }  
  
  { Child Hints
	AttackOnFriendDamage: 100
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 20
	AlertLevel3SwithToOnDmg: true
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }       
}

## ================================================== 

{ +Entity Name: WormDesertLarge, Ref: WormDesert
  Mesh: Enemies/WormNew/WormNewLargePrefab
  MeshDead: Enemies/WormNew/WormNewLargeDeadPrefab

  MaxHealth: 1200
  XpFactor: 8.7
  HandItem: MeleeWormLarge

  RotateSpeedMovement: 90
  MotionAnimationSpeedMultiplier: 0.7
  
  { Child VariableOverride
    SpeedCalm: 0.5
    SpeedAlerted: 1.4
    SpeedAttack: 1.65
	SpeedFlee: 1.2
	MinimalDistanceToTarget: 1.25
	MeleeAttackDistance: 2.5
  }    
}

# Remove after save game break 
{ +Entity Name: WormDesertGroup, Ref: WormDesert

  AITask-1: ApproachAttack
  AITask-2: FollowLeader
  AITask-3: Wander

  AllowUserInstantiate: false
}
# Remove after save game break 
{ +Entity Name: WormDesertLeader, Ref: WormDesert

  AITask-1: ApproachAttack
  AITask-2: WanderDistance
  AITask-3: ""

  AllowUserInstantiate: false
}

# Remove after save game break 
{ +Entity Name: WormDesertLargeGroup, Ref: WormDesertLarge

  AITask-1: ApproachAttack
  AITask-2: FollowLeader
  AITask-3: Wander

  AllowUserInstantiate: false
}
# Remove after save game break 
{ +Entity Name: WormDesertLargeLeader, Ref: WormDesertLarge

  AITask-1: ApproachAttack
  AITask-2: WanderDistance
  AITask-3: ""

  AllowUserInstantiate: false
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }  
}

## ================================================== 

# Internal name: LandPredator 
{ +Entity Name: Otyugh, Ref: PreyBAITemplate
  Mesh: Enemies/LandPredator/LandPredatorPrefab
  MeshDead: Enemies/LandPredator/LandPredatorDeadPrefab
  # HeadTransform: Tail_bone7_end_effector
  HeadTransform: Head
  RightHandJointName: "WeaponNode"
  
  Faction: Predator
  ItemsOnEnterGame: "MeleeOtyugh,OtyughFireBallRangedWeapon,OtyughFlameThrowerWeapon"
  
  MaxHealth: 2000
  # XpFactor: 1.3
  XpFactor: 5.46
  HandItem: MeleeOtyugh
  RotateToGround: true
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0

  
  SurfaceCategory: human

  SfxRandomTime: 50.0
  SfxRandom: Enemies/Otyugh/Otyugh_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Otyugh/Otyugh_SfxRandom
  SfxHurt: Enemies/Otyugh/Otyugh_SfxHurt
  SfxDeath: Enemies/Otyugh/Otyugh_SfxDeath
  SfxAnimationEvent0: Enemies/Otyugh/MonsterScreams05 
  SfxAnimationEvent1: Enemies/Otyugh/RoarScream06 
  
  
  LootListOnDeath: 20
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  
    
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalOtyughAttack"		
  }

  { Child VariableOverride
    SpeedCalm: 0.4
    SpeedAlerted: 2.0
    SpeedAttack: 2.5
	SpeedFlee: 2.0
	MeleeAttackDistance: 4.0
	MinimalDistanceToTarget: 3.0
  }  
  
  { Child Hints
	AttackWaitAfterAttack: 0
	AttackRoarBeforeAttack: 15
	IsHunting:100
	MeleeWeaponIndex:0
	RangedWeaponIndex:1
  }
  
  {	Child VisionSensor
	VisibleDistance: 75
	ViewAngle: 180
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 10
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }     
}

{ +Entity Name: LizardMule, Ref: PreyBAITemplate
  Mesh: Enemies/LizardMule/LizardMulePrefab
  MeshDead: Enemies/LizardMule/LizardMuleDeadPrefab
  HeadTransform: head

  Faction: Prey  
  
  MaxHealth: 1000
  XpFactor: 2.5
  HandItem: MeleeLizardMule
  RotateToGround: true
  RotateSpeed: 50
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 0.5

  PanicSpeed: 2

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/LizardMule/LizardMule_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/LizardMule/LizardMule_SfxRandom
  SfxHurt: Enemies/LizardMule/LizardMule_SfxHurt
  SfxDeath: Enemies/LizardMule/LizardMule_SfxDeath
  
  LootListOnDeath: 18

  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  AllowUserInstantiate: true
  
   
  GroupLeaderPriority: 1

  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/HerbivoreLowAlert"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/HerbivoreFlee"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/HerbivoreFlee"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/HerbivoreFlee"			
  }
  
  { Child VariableOverride
    SpeedCalm: 0.36
    SpeedAlerted: 1.5
    SpeedAttack: 1.5
    SpeedFlee: 2
  }
  
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
	#ScanBiome ?? how?
  }
  
  {	Child VisionSensor
	VisibleDistance: 90
	ViewAngle: 200
  }
  
  {	Child AlertSensor
	AlertLevel1: 20, param1: 0
	AlertLevel2: 80, param1: 5
	AlertLevel3: 100, param1: 15
	AlertLevelDrop:10
	AlertAddFromVisionMinNoMovement:0
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:40
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:1
	DamageAlertMultiplier:60
	AlertFromFriendDeath:60
  }   
}

{ +Entity Name: LizardMuleBaby, Ref: LizardMule
  Mesh: Enemies/LizardMule/LizardMuleBabyPrefab
  MeshDead: Enemies/LizardMule/LizardMuleBabyDeadPrefab

  
  MaxHealth: 600
  XpFactor: 1.7
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.5
  

  LootListOnDeath: 18
  
   
  GroupLeaderPriority: 0
  
  { Child MainBehavior
	Slot1: "SlotLifeCycle,       Behaviors/Activities/AnimalBabyPlay"
  }  
  
  { Child VariableOverride
    SpeedCalm: 1.0
    SpeedAlerted: 1.6
    SpeedAttack: 1.6
    SpeedFlee: 2.2
  }
}

# Remove after save game break 
#kept for backward compatibility  
{ +Entity Name: LizardMuleLeader, Ref: LizardMule
  AllowUserInstantiate: false
}

# Remove after save game break 
# kept for backward compatibility 
{ +Entity Name: LizardMuleGroup, Ref: LizardMule
  AllowUserInstantiate: false
}


{ +Entity Name: Telluropod, Ref: PredatorBAITemplate
  Mesh: Enemies/Telluropod/TelluropodPrefab
  MeshDead: Enemies/Telluropod/TelluropodDeadPrefab
  HeadTransform: head

  
  MaxHealth: 1000
  XpFactor: 2.5
  HandItem: MeleeTelluropod
  RotateToGround: true
  RotateSpeed: 35
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  SurfaceCategory: alien
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Telluropod/Telluropod_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Telluropod/Telluropod_SfxRandom
  SfxHurt: Enemies/LizardMule/LizardMule_SfxHurt
  SfxDeath: Enemies/LizardMule/LizardMule_SfxDeath
  
  LootListOnDeath: 85

  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  AllowUserInstantiate: true
  AllowInSpawners: true
  
   
  GroupLeaderPriority: 1
  NavigateInWater: true

  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/Telluropod
	Slot1: "SlotLifeCycle,    Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotAlerted,      Behaviors/Activities/SearchTarget"
	Slot3: "SlotAttackTarget, Behaviors/Activities/AnimalAttack"
  }
  
  { Child Hints
	HintReturnHome: 100
	IsAmphibian: 100
  }
  
  { Child VariableOverride
    SpeedCalm: 0.35
    SpeedAlerted: 1.0
    SpeedAttack: 1.9
    SpeedFlee: 1.5
	MeleeAttackDistance: 2.3       
	MinimalDistanceToTarget: 1.5  
  }
  
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
  }
	
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 20, param1: 5
	AlertLevel3: 30, param1: 30
	AlertLevelDrop:10
	AlertAddFromVisionMinNoMovement:15
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:40
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:1
	DamageAlertMultiplier:60
	AlertFromFriendDeath:60
  }
}

{ +Entity Name: RipperDog, Ref: PredatorBAITemplate
  Mesh: Enemies/RipperDog/RipperDogPrefab
  MeshDead: Enemies/RipperDog/RipperDogDeadPrefab
  HeadTransform: Head
  
  Faction: Predator
  
  Prefab: AnimalSmall

  MaxHealth: 400
  XpFactor: 3.12
  HandItem: MeleeRipperDog
  RotateToGround: true
  RotateSpeedMovement: 360

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Ripperdog/Ripperdog_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Ripperdog/Ripperdog_SfxAlert
  SfxHurt:  Enemies/Ripperdog/Ripperdog_SfxHurt
  SfxDeath: Enemies/Ripperdog/Ripperdog_SfxDeath

  MotionAnimationSpeedMultiplier: 1.2

  LootListOnDeath: 20
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child Hints
	AttackMaxCount: 3
	AttackRandomDirection: 100
  }
  
  { Child VariableOverride
    SpeedCalm: 0.12
    SpeedAlerted: 0.6
    SpeedAttack: 3
	SpeedFlee: 2.8
	MeleeAttackDistance: 2.2       
	MinimalDistanceToTarget: 1.3   
  }  
    
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 210
  }  
  
 # {	Child TargetSensor
 #   AttackableTypes: "Player,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
  
  {	Child FearSensor 
    MaxFear: 40 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 30
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 30  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 0.5 
  }   
  
}

{ +Entity Name: RipperDogWild, Ref: PredatorBAITemplate     # maybe make larger?
  Mesh: Enemies/RipperDog/RipperDogWildPrefab
  MeshDead: Enemies/RipperDog/RipperDogDeadPrefab
  HeadTransform: Head  
  Faction: Predator  
  
  Prefab: AnimalSmall

  MaxHealth: 400
  XpFactor: 3.12
  HandItem: MeleeRipperDog
  RotateToGround: true
  RotateSpeedMovement: 360

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Ripperdog/Ripperdog_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Ripperdog/Ripperdog_SfxAlert
  SfxHurt:  Enemies/Ripperdog/Ripperdog_SfxHurt
  SfxDeath: Enemies/Ripperdog/Ripperdog_SfxDeath

  MotionAnimationSpeedMultiplier: 1.2

  LootListOnDeath: 20
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child Hints
	AttackMaxCount: 3
	AttackRandomDirection: 100
  }
  
  { Child VariableOverride
    SpeedCalm: 0.12
    SpeedAlerted: 0.6
    SpeedAttack: 3
	SpeedFlee: 2.8
	MeleeAttackDistance: 2.2       
	MinimalDistanceToTarget: 1.3   
  }  
    
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 210
  }  
  
 # {	Child TargetSensor
#    AttackableTypes: "Player,PlayerBike"
#  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
  
  {	Child FearSensor 
    MaxFear: 40 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 30
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 30  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 0.5 
  }   
  
}
{ +Entity Name: RipperDogWhite, Ref: RipperDog          #Stand in. Change Prefab! 
  Mesh: Enemies/RipperDog/RipperDogWhitePrefab
  MeshDead: Enemies/RipperDog/RipperDogDeadPrefab
  HeadTransform: Head  
  Faction: Predator  
  
  Prefab: AnimalSmall

  MaxHealth: 400
  XpFactor: 3.12
  HandItem: MeleeRipperDog
  RotateToGround: true
  RotateSpeedMovement: 360
}
{ +Entity Name: RipperDogSmall, Ref: RipperDog          #Stand in. Change Prefab! 
  Mesh: Enemies/RipperDog/RipperDogSmallPrefab
  MeshDead: Enemies/RipperDog/RipperDogSmallDeadPrefab
  HeadTransform: Head  
  Faction: Predator  
  
  Prefab: AnimalSmall

  MaxHealth: 200
  XpFactor: 1.12
  HandItem: MeleeRipperDog
  RotateToGround: true
  RotateSpeedMovement: 360
}
{ +Entity Name: RipperDogWhiteSmall, Ref: RipperDog          #Stand in. Change Prefab! 
  Mesh: Enemies/RipperDog/RipperDogWhiteSmallPrefab
  MeshDead: Enemies/RipperDog/RipperDogSmallDeadPrefab
  HeadTransform: Head  
  Faction: Predator  
  
  Prefab: AnimalSmall

  MaxHealth: 200
  XpFactor: 1.12
  HandItem: MeleeRipperDog
  RotateToGround: true
  RotateSpeedMovement: 360
}
{ +Entity Name: AlienBug02, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienBugs/AlienBug02Prefab
  MeshDead: Enemies/AlienBugs/AlienBug02DeadPrefab
  HeadTransform: Head
  
  Prefab: Alien
  Faction: Predator 
  
  
  SurfaceCategory: alien

  MaxHealth: 1200 
  XpFactor: 6.96
  HandItem: MeleeAlienBug02
  RotateToGround: true
  RotateSpeedMovement: 360
  MotionAnimationSpeedMultiplier: 1.0
 
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxRandom
  SfxHurt:  Enemies/AlienBugs/AlienBug02/AlienBug02_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxDeath

  LootListOnDeath: 89
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
  { Child Hints
	AttackRandomDirection: 100
	AttackMaxCount: 4
  }
  
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.5
    SpeedAttack: 2.0
	SpeedFlee: 1.5
	
	MeleeAttackDistance: 2.0       
	
	MinimalDistanceToTarget: 1.2   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
#  {	Child TargetSensor
#    AttackableTypes: "Animal,Player,HV,PlayerBike,Civilian,NPCFighter"
#  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  } 
}

{ +Entity Name: AlienBug02Small, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienBugs/AlienBug02SmallPrefab
  MeshDead: Enemies/AlienBugs/AlienBug02SmallDeadPrefab
  HeadTransform: Head
  
  Prefab: Alien
  Faction: Predator
  
  
  SurfaceCategory: alien

  MaxHealth: 600
  # XpFactor: 1.2
  XpFactor: 3.5
  HandItem: MeleeAlienBug02Small
  RotateToGround: true
  RotateSpeedMovement: 360
  MotionAnimationSpeedMultiplier: 3
 
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxRandom
  SfxHurt:  Enemies/AlienBugs/AlienBug02/AlienBug02_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxDeath

  LootListOnDeath: 89
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
  { Child Hints
	AttackRandomDirection: 100
	AttackMaxCount: 4
  }
  
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.5
    SpeedAttack: 2.0
	SpeedFlee: 2
	
	MeleeAttackDistance: 2.0       
	
	MinimalDistanceToTarget: 1.2   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  } 
}

{ +Entity Name: AlienBug02Baby, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienBugs/AlienBug02BabyPrefab
  MeshDead: Enemies/AlienBugs/AlienBug02BabyDeadPrefab
  HeadTransform: Head
  
  Prefab: Alien
  
  Faction: Predator
  
  
  SurfaceCategory: alien

  MaxHealth: 300
  # XpFactor: 1.2
  XpFactor: 1.25
  HandItem: MeleeAlienBug02Baby
  RotateToGround: true
  RotateSpeedMovement: 360
  MotionAnimationSpeedMultiplier: 5
 
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxRandom
  SfxHurt:  Enemies/AlienBugs/AlienBug02/AlienBug02_SfxHurt
  SfxDeath: Enemies/AlienBugs/AlienBug02/AlienBug02_SfxDeath

  LootListOnDeath: 89
  
  UpdateClusterInfo: true   
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
  { Child Hints
	AttackRandomDirection: 100
	AttackMaxCount: 4
  }
  
  
  { Child VariableOverride
    SpeedCalm: 0.6
    SpeedAlerted: 2
    SpeedAttack: 2
	SpeedFlee: 3
	
	MeleeAttackDistance: 2.0       
	
	MinimalDistanceToTarget: 1.2   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  } 
}

{ +Entity Name: Oviraptor, Ref: PreyBAITemplate
  Mesh: Enemies/Oviraptor/OviraptorPrefab
  MeshDead: Enemies/Oviraptor/OviraptorDeadPrefab
  HeadTransform: head  
  
  
  MaxHealth: 350
  # XpFactor: 0.6
  XpFactor: 1.44
  RotateToGround: false
  RotateSpeedMovement: 180
  HandItem: MeleeOviraptor

  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Oviraptor/Oviraptor_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Oviraptor/Oviraptor_SfxRandom
  SfxHurt:  Enemies/Oviraptor/Oviraptor_SfxHurt
  SfxDeath: Enemies/Oviraptor/Oviraptor_SfxDeath

  LootListOnDeath: 9
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  AllowUserInstantiate: true
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/HerbivoreLowAlert"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/SearchTarget"
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"	
  }
#
#  { Child Hints
#	AttackOnFriendDamage: 100
#  }
  
  
  { Child VariableOverride
    SpeedCalm: 0.45
    SpeedAlerted: 1.5
    SpeedAttack: 2.0
	SpeedFlee: 1.6
	
	MeleeAttackDistance: 3.3       
	
	MinimalDistanceToTarget: 2.0   
  }  

  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 16, param1: 0
	AlertLevel3: 50, param1: 20
	AlertLevel2SwithToOnDmg: true
	AlertLevel2SwithToOnDmgIncludeGroup:true
	AlertLevel3SwithToOnDmg: true
	AlertLevel3SwithToOnDmgIncludeGroup:true
	
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
	AlertFromFriendDeath: 100
  }   
}

{ +Entity Name: OviraptorBaby, Ref: Oviraptor
  Mesh: Enemies/Oviraptor/OviraptorBabyPrefab
  MeshDead: Enemies/Oviraptor/OviraptorBabyDeadPrefab
  HeadTransform: head  
  
  
  MaxHealth: 150
  # XpFactor: 0.6
  XpFactor: 1.44
  RotateToGround: false
  RotateSpeedMovement: 360
  MotionAnimationSpeedMultiplier: 2.5
  
  { Child MainBehavior
	Slot1: "SlotLifeCycle,       Behaviors/Activities/AnimalBabyPlay"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/HerbivoreBabyHideOrRun"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/HerbivoreBabyHideOrRun"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/HerbivoreBabyHideOrRun"		
  }
  
  { Child Hints
	LCBabyExplorePlayer: 100
  }  
  
  { Child VariableOverride
    SpeedCalm: 0.75
    SpeedAlerted: 1.5
    SpeedAttack: 2.0
	SpeedFlee: 1.6
	MeleeAttackDistance: 1.5       
	MinimalDistanceToTarget: 1.0   
  }
  
  {	Child AlertSensor
	AlertLevel3: 50, param1: 120
  }  
}

# Sound from PlantMonster
{ +Entity Name: Creepy, Ref: PredatorBAITemplate 
  Faction: Predator
  Mesh: Enemies/Creepy/CreepyPrefab
  MeshDead: Enemies/Creepy/CreepyDeadPrefab
  HeadTransform: Head_M

  SfxAnimationEvent0: Enemies/CaveWorm/CritterSFX-Long # roar 
  
  
  MaxHealth: 400
  # XpFactor: 1.5
  XpFactor: 4.08
  HandItem: MeleeCreepy
  RotateToGround: true
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 2.0
  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/PlantMonster/PlantMonster_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/PlantMonster/PlantMonster_SfxRandom
  SfxHurt:  Enemies/PlantMonster/PlantMonster_SfxHurt
  SfxDeath: Enemies/PlantMonster/PlantMonster_SfxDeath  

  LootListOnDeath: 30
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttackCreepy"
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.8
    SpeedAttack: 1.0
	SpeedFlee: 1.0
	MeleeAttackDistance: 2.0       
	MinimalDistanceToTarget: 1.2   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 60
	ViewAngle: 270
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:20 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}
  
# ==================================
#  Creatures for TERRAIN SPAWN Only
# (Do NOT use in POIs!)
# ==================================

{ +Entity Name: AlienBug02Group, Ref: AlienBug02
  HeadTransform: Head
  Mesh: Enemies/AlienBugs/AlienBug02Prefab
  MeshDead: Enemies/AlienBugs/AlienBug02DeadPrefab

  MaxHealth: 400
  XpFactor: 6.96
  RotateToGround: true
  RotateSpeedMovement: 360
  MotionAnimationSpeedMultiplier: 1.0
  AllowUserInstantiate: true
  AllowInSpawners: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AttackAlienBug02"
  }
  
  { Child Hints
	AttackRandomDirection: 100
	AttackMaxCount: 4
	IsAttackJumping: 100
  }
  
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 1.5
    SpeedAttack: 2.0
	SpeedFlee: 1.5
	SpeedCircle: 1.5
	
	MeleeAttackDistance: 2.0       
	
	MinimalDistanceToTarget: 1.2   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:200 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:30
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  } 
}

{ +Entity Name: AlienBug02SpawnedGroup, Ref: AlienBug02Group
  Mesh: Enemies/AlienBugs/AlienBug02SpawnedPrefab
  MeshDead: Enemies/AlienBugs/AlienBug02SpawnedDeadPrefab
  XpFactor: 0.5
  AllowUserInstantiate: true
  AllowInSpawners: false
  LootListOnDeath: 89
}

{ +Entity Name: AlienBug03Group, Ref: AlienBug03

  MaxHealth: 2500
  XpFactor: 8.4
  RightHandJointName: WeaponNode
  ItemsOnEnterGame: "AlienBugRangedWeapon,AlienBugBigRangedWeapon"
  RotateToGround: true
  RotateSpeed: 100
  RotateSpeedMovement: 180
  AllowUserInstantiate: true
  AllowInSpawners: false
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/BasicLifeCycle"
	Slot2: "SlotLowAlert,        Behaviors/Activities/BasicLifeCycle"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/BasicLifeCycle"
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AttackAlienBug03"
  }  
    
  { Child Hints
    IsRanged: 100
	# AttackApproachTarget: 0
	# AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  }
  
  {	Child EventAgentSpawner
	EntityClass:   "AlienBug02SpawnedGroup"
	SpawnParticle: "alien_bug03_spawn"
    SpawnSfx:      "Enemies/AlienBugs/AlienBug03/AlienBug03_SfxSpawn"
	MaxCountInGroup: 4
	
	SpawnParticleNodeName: "SpawnParticleNode"
	SpawnNodeName:         "SpawnNode"
  }  
  
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.5
	SpeedAttack: 1.0
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }
    
 # {	Child TargetSensor
 #   AttackableTypes: "Player,HV,SV,CV,PlayerBike"
 # }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 20, param1: 10
	AlertLevel3: 40, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:200 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:30
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }     
}
# ===============================
# ===============================
# DRONES -  NEW (v1.x)
# ===============================
# ===============================

# Classification: Drone [PrimaryFaction][TypeOfWeapon][SubtypeWeapon]

{ +Entity Name: DroneTemplate
  Faction: Alien
  Mesh: Enemies/Drones/EnemyDroneRedPrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab

  Class: MeshDrone
  DroneType: FastDrone  
  
  EntityType: EnemyDrone
  ModelType: Custom
  Prefab: Drone
  Parent: Drones
  AvatarController: Custom
  PoolCount: 10  
  IsEnemy: true

  SurfaceCategory: metal    
  
  HandItem: rocketlauncherDroneZiraxRocketLight
  ItemsOnEnterGame: rocketlauncherDroneZiraxRocketLight
  
  MaxHealth: 950
  XpFactor: 7.2
  
  ViewAngle: 360
  ViewRange: 1000
  # Weight: 100
  
  LootListOnDeath: 151

  
  #AITask-1: DroneFindTargetIfHurt 
  #AITask-2: DroneAttackTarget 
  # AITask-3: DroneHuntAfterLostDetection, param1: 50 
  # AITask-4: DroneRangePatrol, param1: 50 
  # AITask-5: DronePathPatrol 
  # AITask-6: DroneSentryPatrol 

  #AITarget-1: DroneDetection, param1: "Player,BA,SV,HV,CV", param2: EntityShipSV

  SpawnYAdd: 15     

  #WanderSpeed: 0.3
  #ApproachSpeed: 1.3
  #NightWanderSpeed: 0.3
  #NightApproachSpeed: 1.3
  #PanicSpeed: 1.8
  
  ParticleOnDeath: drone_explosion02
  TimeStayAfterDeath: 300

  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
  # SfxRandom: Enemies/Drone/ROBOTICMechMovement01
  SfxAlertTime: 25.0   
  SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
  SfxHurt:  Enemies/Drone/DroneSmall_SfxHurt
  SfxDeath: Enemies/Drone/DroneSmall_SfxDeath
  # SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho  
  # SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  # SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  MapIcon: map_EnemyEntityDot

  AllowUserInstantiate: true
  HudInfo: false
}
{ +Entity Name: DroneSpaceTemplate
  Faction: Alien
  Mesh: Enemies/Drones/SpaceDroneLODPrefab
  MeshDead: Enemies/Drones/SpaceDroneDmgPrefab
  
  Class: DroneSpace  
  DroneType: SpaceDrone
  
  EntityType: EnemyDrone
  ModelType: Custom
  Prefab: Drone
  Parent: EntityPhysics
  AvatarController: Custom
  PoolCount: 10  
  IsEnemy: true

  SurfaceCategory: metal    
  
  HandItem: plasmaSpaceDrone
  ItemsOnEnterGame: plasmaSpaceDrone
  
  MaxHealth: 1500
  XpFactor: 8
  
  ViewAngle: 360
  # ViewRange: 1000    Note : ViewRange is not defined here rather in DroneProperties
  # Weight: 100
  
  LootListOnDeath: 42
   
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/SwellsRushesAssortment_start
  SfxAlertTime: 25.0   
  SfxAlert: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
  # SfxSense: Enemies/Drone/MAGICSPELLPassingTunnelSci-FiFastRapidEcho
  SfxHurt: Enemies/Drone/ROBOTICShortBurst40StutterOut
  SfxDeath: Enemies/Drone/ROBOTICTransformationSweep01Down

  ParticleOnDeath: drone_explosion02
  TimeStayAfterDeath: 300

  MapIcon: map_EnemyEntityDot
  HudInfo: false

  AllowUserInstantiate: true
}
# ==============================
# == Zirax : Planetary drones (all houses) ==
# ==============================
{ +Entity Name: DroneSmallZiraxEMP, Ref: DroneTemplate
  Faction: Zirax
  HandItem: stunDroneSmall
  ItemsOnEnterGame: stunDroneSmall  
  MaxHealth: 250
  XpFactor: 0.6
  LootListOnDeath: 150 
}
{ +Entity Name: DroneSmallZiraxMinigun, Ref: DroneTemplate
  Faction: Zirax
  HandItem: minigunDroneSmall
  ItemsOnEnterGame: minigunDroneSmall  
  MaxHealth: 350
  XpFactor: 1  
  LootListOnDeath: 151
}
{ +Entity Name: DroneSmallZiraxCannon, Ref: DroneTemplate
  Faction: Zirax
  HandItem: cannonDroneSmall
  ItemsOnEnterGame: cannonDroneSmall  
  MaxHealth: 400
  XpFactor: 1.1  
  LootListOnDeath: 152
}
{ +Entity Name: DroneSmallZiraxRocket, Ref: DroneTemplate
  Faction: Zirax
  HandItem: rocketlauncherDroneSmall
  ItemsOnEnterGame: rocketlauncherDroneSmall  
  MaxHealth: 650
  XpFactor: 1.4  
  LootListOnDeath: 151
}
{ +Entity Name: DroneLargeZiraxMinigun, Ref: DroneTemplate
  Faction: Zirax
  Mesh: Enemies/Drones/EnemyDroneV2Prefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
  SurfaceCategory: metal    
  DroneType: SlowDrone
  HandItem: minigunDroneLarge
  ItemsOnEnterGame: minigunDroneLarge  
  MaxHealth: 5000
  XpFactor: 8.7  
  LootListOnDeath: 158
  SfxRandom: Enemies/Drone/DroneLarge_SfxRandom
  SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
  SfxHurt:  Enemies/Drone/DroneLarge_SfxHurt
  SfxDeath: Enemies/Drone/DroneLarge_SfxDeath
}
{ +Entity Name: DroneLargeZiraxRocket, Ref: DroneTemplate
  Faction: Zirax
  Mesh: Enemies/Drones/EnemyDroneV2Prefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
  SurfaceCategory: metal    
  DroneType: SlowDrone
  HandItem: rocketlauncherDroneLarge
  ItemsOnEnterGame: rocketlauncherDroneLarge  
  MaxHealth: 7000
  XpFactor: 8.7  
  LootListOnDeath: 158
  SfxRandom: Enemies/Drone/DroneLarge_SfxRandom
  SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
  SfxHurt:  Enemies/Drone/DroneLarge_SfxHurt
  SfxDeath: Enemies/Drone/DroneLarge_SfxDeath
}
# ==============================
# == Zirax : Space drones (all houses) ==
# ==============================
{ +Entity Name: DroneSpaceZiraxCannon, Ref: DroneSpaceTemplate
  Faction: Zirax
  Mesh: Enemies/Drones/SpaceDrone02LODPrefab
  HandItem: cannonDroneSpace
  ItemsOnEnterGame: cannonDroneSpace  
  MaxHealth: 1200
  XpFactor: 5.7  
  LootListOnDeath: 42
}
{ +Entity Name: DroneSpaceZiraxRocket, Ref: DroneSpaceTemplate
  Faction: Zirax
  Mesh: Enemies/Drones/SpaceDrone02LODPrefab
  HandItem: rocketlauncherDroneSpace
  ItemsOnEnterGame: rocketlauncherDroneSpace  
  MaxHealth: 2000
  XpFactor: 8.7  
  LootListOnDeath: 42
}
{ +Entity Name: DroneSpaceZiraxArtillery, Ref: DroneSpaceTemplate
  Faction: Zirax
  Mesh: Enemies/Drones/SpaceDroneLODPrefab
  HandItem: artillerylauncherDroneSpace
  ItemsOnEnterGame: artillerylauncherDroneSpace  
  MaxHealth: 2000
  XpFactor: 8.7  
  LootListOnDeath: 42
}
# ==============================
# == Talon'ar  
# ==============================
# ==============================
# == UCH  
# ==============================
# ==============================
# == Arkenian Republic / Polaris, ARC, Helios  
# ==============================
{ +Entity Name: DroneSmallPolarisLaser, Ref: DroneTemplate
  Mesh: Enemies/Drones/PolarisDrone02SmallPrefab
  MeshDead: Enemies/Drones/PolarisDrone02SmallDestroyedPrefab
  SurfaceCategory: metal    
  HandItem: laserDroneSmall
  ItemsOnEnterGame: laserDroneSmall  
  Faction: Polaris
  MaxHealth: 500
  XpFactor: 8.7  
  # LootListOnDeath: 158
}
{ +Entity Name: DroneSpacePolarisLaser, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/PolarisDrone02Prefab
  MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
  Faction: Polaris
  MaxHealth: 3000
  DroneType: SpaceDroneHard
  HandItem: laserDroneSpace
  ItemsOnEnterGame: laserDroneSpace
  # LootListOnDeath: 158
}
{ +Entity Name: DroneSpacePolarisLaserBolt, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/PolarisDrone02Prefab
  MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
  Faction: Polaris
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: laserboltDroneSpace
  ItemsOnEnterGame: laserboltDroneSpace
  # LootListOnDeath: 158
}
# ==============================
# == Prenn Federation / Traders Guild  
# ==============================
{ +Entity Name: DroneSmallTraderPlasma, Ref: DroneTemplate
  Mesh: Enemies/Drones/EnemyDroneBluePrefab
  MaxHealth: 1100
  XpFactor: 8.6
  Faction: Trader
  HandItem: plasmaDroneSmall
  ItemsOnEnterGame: plasmaDroneSmall
  #LootListOnDeath: 153
}
{ +Entity Name: DroneSpaceTraderPlasma, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/PolarisDrone04Prefab
  MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
  Faction: Trader
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: plasmaDroneSpace
  ItemsOnEnterGame: plasmaDroneSpace
  # LootListOnDeath: 158
}
{ +Entity Name: DroneSpaceTraderPlasmaRocket, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/PolarisDrone04Prefab
  MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
  Faction: Trader
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: plasmalauncherDroneSpace
  ItemsOnEnterGame: plasmalauncherDroneSpace
  # LootListOnDeath: 158
}
# ==============================
# == Brotherhood of Farr
# ==============================
# ==============================
# == Wastelanders
# ==============================

# ==============================
# == Ravagers 
# ==============================
# ==============================
# == Colonists  
# ==============================
# ==============================
# == Pirates  
# ==============================
{ +Entity Name: DroneSmallPiratesCannon, Ref: DroneTemplate
  Mesh: Enemies/Drones/PolarisDrone02SmallBatteredPrefab
  MaxHealth: 1100
  XpFactor: 8.6
  Faction: Pirates
  HandItem: cannonheatDroneSmall
  ItemsOnEnterGame: cannonheatDroneSmall
  #LootListOnDeath: 153
}
{ +Entity Name: DroneLargePiratesMortar, Ref: DroneTemplate
  Mesh: Enemies/Drones/EnemyDroneV2Prefab
  MeshDead: Enemies/Drones/EnemyDroneV2DmgPrefab
  Faction: Pirates
  SurfaceCategory: metal    
  DroneType: SlowDrone
  HandItem: mortarlauncherDroneLarge
  ItemsOnEnterGame: mortarlauncherDroneLarge  
  MaxHealth: 7000
  XpFactor: 8.7  
  LootListOnDeath: 158
  SfxRandom: Enemies/Drone/DroneLarge_SfxRandom
  SfxAlert: Enemies/Drone/DroneLarge_SfxRandom
  SfxHurt:  Enemies/Drone/DroneLarge_SfxHurt
  SfxDeath: Enemies/Drone/DroneLarge_SfxDeath
}
{ +Entity Name: DroneSpacePiratesEMP, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/PolarisDrone04BatteredPrefab
  MeshDead: Enemies/Drones/PolarisDrone04DestroyedPrefab
  Faction: Pirates
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: empcannonDroneSpace
  ItemsOnEnterGame: empcannonDroneSpace
  # LootListOnDeath: 158
}
{ +Entity Name: DroneSpacePiratesSwarmRocket, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/PolarisDrone02BatteredPrefab
  MeshDead: Enemies/Drones/PolarisDrone02DestroyedPrefab
  Faction: Pirates
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: swarmrocketlauncherDroneSpace
  ItemsOnEnterGame: swarmrocketlauncherDroneSpace
  # LootListOnDeath: 158
}
# ==============================
# == Kriel  
# ==============================
{ +Entity Name: DroneLargeKrielRailgun, Ref: DroneTemplate
  Mesh: Enemies/Drones/KrielDronePrefab
  MeshDead: Enemies/Drones/KrielDroneDmgPrefab
  MaxHealth: 1100
  XpFactor: 8.6
  Faction: Kriel
  HandItem: chargedrailgunDroneLarge
  ItemsOnEnterGame: chargedrailgunDroneLarge
  #LootListOnDeath: 153
}
{ +Entity Name: DroneSpaceKrielRailgun, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/KrielDronePrefab
  MeshDead: Enemies/Drones/KrielDroneDmgPrefab
  Faction: Kriel
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: chargedrailgunDroneLarge
  ItemsOnEnterGame: chargedrailgunDroneLarge
  # LootListOnDeath: 158
}
# ==============================
# == Tresari  
# ==============================
# ==============================
# == Karana  
# ==============================
# ==============================
# == Legacy  
# ==============================
{ +Entity Name: DroneLargeLegacyAntiProton, Ref: DroneTemplate
  Mesh: Enemies/Drones/LegacyDroneCrabPrefab
  MeshDead: Enemies/Drones/LegacyDroneCrabDmgPrefab
  MaxHealth: 1100
  XpFactor: 8.6
  Faction: TheLegacy
  HandItem: antiprotonLauncherDroneLarge
  ItemsOnEnterGame: antiprotonLauncherDroneLarge
  #LootListOnDeath: 153
}
{ +Entity Name: DroneSpaceLegacyAntiProton, Ref: DroneSpaceTemplate
  Mesh: Enemies/Drones/LegacyDroneCrabPrefab
  MeshDead: Enemies/Drones/LegacyDroneCrabDmgPrefab
  Faction: TheLegacy
  MaxHealth: 3000
  XpFactor: 18
  DroneType: SpaceDroneHard
  HandItem: antiprotonLauncherDroneLarge
  ItemsOnEnterGame: antiprotonLauncherDroneLarge
  # LootListOnDeath: 158
}

# ==============================
# == Random / Battered  
# ==============================
{ +Entity Name: DroneBatteredCannon, Ref: DroneSmallSlow01Minigun
  Mesh: Enemies/Drones/EnemyDronePrefab
  MeshDead: Enemies/Drones/EnemyDroneDamagedPrefab
  
  MaxHealth: 350 
  XpFactor: 3
  
  LootListOnDeath: 152

  HandItem: cannonDroneSmall
  ItemsOnEnterGame: cannonDroneSmall
  AllowUserInstantiate: false
}
{ +Entity Name: DroneBatteredBomber, Ref: DroneBomberAttackBase
  Mesh: Enemies/Drones/EnemyDroneBomberPrefab
  MeshDead: Enemies/Drones/EnemyDroneBomberDmgPrefab

  LootListOnDeath: 160

  HandItem: BombLauncherWeapon
  ItemsOnEnterGame: BombLauncherWeapon
  AllowUserInstantiate: false
}
#=======================================
#============== MECHANOIDS =============
#=======================================

##========== Mechanoids with MELEE weapons only

{ +Entity Name: ArmoredGolem, Ref: PredatorBAITemplate  #Discarded; Model now used as N'Ty! (see NTY entry below!)
  Mesh: Enemies/ArmoredGolem/ArmoredGolemPrefab
  MeshDead: Enemies/ArmoredGolem/ArmoredGolemDeadPrefab
  HeadTransform: Head  
  Prefab: AlienLarge
    
  Faction: Predator  
    
  MaxHealth: 3500
  XpFactor: 21
  HandItem: MeleeArmoredGolem
  RotateToGround: false
  RotateSpeed: 45
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 2.0
  
  SurfaceCategory: metal
  ParticleOnDeath: drone_explosion
  Material: metalhard

  SfxRandomTime: 50.0
  SfxRandom: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
  SfxHurt: Enemies/ArmoredGolem/ArmoredGolem_SfxHurt
  SfxDeath: Enemies/ArmoredGolem/ArmoredGolem_SfxDeath

  LootListOnDeath: 46
  FadingEnabled: false
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.75
    SpeedAttack: 0.75
	SpeedFlee: 0.5
	MeleeAttackDistance: 3.0       
	MinimalDistanceToTarget: 1.2   
  }  
  
  { Child Hints
	AttackRoarBeforeAttack: 0
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
	VisibleTypes: "Player,HV,PlayerBike"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:2 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:15
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }     
}

##========== Mechanoids with DISTANCE weapons

{ Entity Name: AssaultMech, Ref: AlienTemplateBAI   #Large Combat Robot
  Mesh: Enemies/AssaultMechPrefab
  MeshDead: Enemies/AssaultMechDamagedPrefab
  
  Prefab: AlienLarge  
  HeadTransform: Head  
  RightHandJointName: assault_mech_Chest
  # RightHandJointName: assault_mech_RightForeArmWeapon
  ItemsOnEnterGame: AssaultMechWeapon
  
  Faction: Alien
  MaxHealth: 3500
  XpFactor: 20  
  LootListOnDeath: 46
  
  RotateToGround: false
  RotateSpeed: 60    
  ViewAngle: 120
  WanderSpeed: 0.4
  ApproachSpeed: 0.6
  NightWanderSpeed: 0.3
  NightApproachSpeed: 0.5
  PanicSpeed: 0.7  
  
  SurfaceCategory: metal
  ParticleOnDeath: drone_explosion
  Material: metalhard
  
  AllowUserInstantiate: true
  AllowInSpawners: true
  UpdateClusterInfo: true    
  FadingEnabled: false
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
  # SfxSense: Enemies/ArmoredGolem/SwellsRushesAssortment_start
  SfxHurt: Enemies/ArmoredGolem/ArmoredGolem_SfxHurt
  SfxDeath: Enemies/ArmoredGolem/ArmoredGolem_SfxDeath

  { Child MainBehavior
	  BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands  
  }

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.5
  }

  { Child Hints
	AttackApproachTarget: 50
	AttackOptimalDistance: 20
	IdleMaxWaitTime: 3
  }

  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 270
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,BA,Animal,Civilian,EnemyDrone,TroopTransport,Cyborg,NPCFighter,Trader"
  }  

  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,BA,Animal,Civilian,EnemyDrone,TroopTransport,Cyborg,NPCFighter,Trader"
  }
  {	Child StuckSensor
	Use: 0
  }      
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 10
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}

{ +Entity Name: Mechanoid, Ref: AlienTemplateBAI    #Medium Combat Robot
  Mesh: Enemies/Mechanoid/MechanoidPrefab
  MeshDead: Enemies/Mechanoid/MechanoidDamagedPrefab
  HeadTransform: Head
  # HeadTransform: Bip001 head
  
  Prefab: AlienFat
  
  Faction: Alien

    
  ViewAngle: 120
  MaxHealth: 800
  # XpFactor: 2
  XpFactor: 8.4
  ItemsOnEnterGame: MechanoidWeapon    #Replace with a Cannon
  RightHandJointName: Bip001 L Hand
  RotateToGround: false
  RotateSpeed: 60
    
  
  SurfaceCategory: metal
  ParticleOnDeath: drone_explosion
  Material: metalhard
    
  
  SfxRandomTime: 50.0   
  SfxRandom: Enemies/Drone/DroneSmall_SfxRandom
  SfxAlertTime: 25.0   
  SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath  

  LootListOnDeath: 15
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  MotionAnimationSpeedMultiplier: 1.3

   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands  
  }

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.5
	SpeedAttack: 0.8
  }
  
  { Child Hints
	AttackApproachTarget: 50
	AttackOptimalDistance: 20
	IdleMaxWaitTime: 3
  }
  	
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 110
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,BA,Animal,Civilian,EnemyDrone,TroopTransport,Cyborg,NPCFighter,Trader"
  }  

  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,BA,Animal,Civilian,EnemyDrone,TroopTransport,Cyborg,NPCFighter,Trader"
  } 
  
  {	Child StuckSensor
	Use: 0
  }      
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 10
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}

{ +Entity Name: TurretRobotV2, Ref: AlienTemplate
  Mesh: Enemies/Robots/TurretRobotNewPrefab
  MeshDead: Enemies/Robots/TurretRobotNewDmgPrefab
  HeadTransform: Head
  
  Faction: Alien

  
  MaxHealth: 500
  XpFactor: 2.6
  ItemsOnEnterGame: minigunTurretRobot
  RightHandJointName: Gunjoint
  RotateToGround: true

  WanderSpeed: 0.2
  ApproachSpeed: 0.3
  NightWanderSpeed: 0.2
  NightApproachSpeed: 0.3
  PanicSpeed: 0.4

  
  SurfaceCategory: metal
  ParticleOnDeath: drone_explosion
  Material: metalhard

  SfxRandomTime: 50.0
  SfxRandom: Enemies/ArmoredGolem/mechanical_001

  SfxAlertTime: 25.0
  SfxAlert: Enemies/ArmoredGolem/mechanical_004
  # SfxSense: Enemies/ArmoredGolem/mechanical_004

  SfxHurt: Enemies/ArmoredGolem/skratch13
  SfxDeath: Enemies/ArmoredGolem/SwellsRushesAssortment_dead

  LootListOnDeath: 15
  FadingEnabled: false
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  JumpHeight: 0
  StepHeight: 0.25
}

{ +Entity Name: AssaultCyborgOld, Ref: AssaultCyborgTemplate
  # Mesh: Enemies/AssaultCyborg/AssaultCyborgHumanoidPrefab
  Mesh: Enemies/AssaultCyborg/AssaultCyborgPrefab
  HeadTransform: Bip001 Head  
  
  
  SurfaceCategory: metal
  Material: metal
    
  Faction: Alien
  
    
  ViewAngle: 120
  MaxHealth: 500
  # XpFactor: 1
  XpFactor: 11
  RightHandJointName: Bip001 R Hand
  # RightHandJointName: RightHandJoint
  ItemsOnEnterGame: CyborgSniperWeapon
  RotateToGround: false
  RotateSpeed: 60

  WanderSpeed: 0.25
  ApproachSpeed: 0.7
  NightWanderSpeed: 0.25
  NightApproachSpeed: 0.7
  PanicSpeed: 0.9

  
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: Wander, param1: true  

  AITarget-1: Entity, param1: Player
  # AITarget-2: OnHurt, param1: Player
  
  
  SfxRandomTime: 100.0     
  SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxAlertTime: 50.0       
  SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath
  ParticleOnDeath: kill_electric  

  LootListOnDeath: 74
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: false
  AllowInSpawners: false
  FadingEnabled: false     # otherwise problems when switching to dead model 
}
{ +Entity Name: AssaultCyborg, Ref: AssaultCyborgTemplate
  Mesh: Enemies/AssaultCyborg/AssaultCyborgPrefab  
  MeshDead: Enemies/AssaultCyborg/AssaultCyborgDeadPrefab  
  LootListOnDeath: 84 
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
  
 ##== Note: Behavior settings are NOT used when AvatarController and Class are not set correctly; Also: Assault Cyborg does NOT have an animator and avatar set for Behavior tech!
 
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
  
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:false
	ScanWater:false
  } 

  { Child VariableOverride
    SpeedCalm: 0.25
    SpeedAlerted: 0.5
	SpeedAttack: 0.5
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 1.0
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}
{ +Entity Name: AssaultCyborgSentinel, Ref: AssaultCyborgTemplate     
  Mesh: Enemies/AssaultCyborg/AssaultCyborgPrefab  
  MeshDead: Enemies/AssaultCyborg/AssaultCyborgDeadPrefab  
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  LootListOnDeath: 84 
  AllowUserInstantiate: true  
  AllowInSpawners: true 
}

{ +Entity Name: AssaultCyborgCommando, Ref: AssaultCyborgTemplate
  Mesh: Enemies/AssaultCyborg/CommandoCyborgPrefab
  MeshDead: Enemies/AssaultCyborg/CommandoCyborgDeadPrefab
  MaxHealth: 600 
  XpFactor: 7 
  ItemsOnEnterGame: CyborgSniperWeapon
  AllowUserInstantiate: true  
  AllowInSpawners: true
  Material: metalhard
  
 ##== Note: Behavior settings are NOT used when AvatarController and Class are not set correctly; Also: Assault Cyborg does NOT have an animator and avatar set for Behavior tech!
 
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
  
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:false
	ScanWater:false
  } 

  { Child VariableOverride
    SpeedCalm: 0.25
    SpeedAlerted: 0.5
	SpeedAttack: 0.5
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 1.0
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}
{ +Entity Name: AssaultCyborgDamaged, Ref: AssaultCyborgTemplate
  Mesh: Enemies/AssaultCyborg/DamagedAssaultCyborgPrefab 
  MeshDead: Enemies/AssaultCyborg/DamagedAssaultCyborgDeadPrefab
  MaxHealth: 300 
  XpFactor: 3
  LootListOnDeath: 84 
  AllowUserInstantiate: true  
  AllowInSpawners: true 
} 

# Do not use anymore (now same as AssaultCyborgDamaged; Replaced also in EGroups Config!)
{ +Entity Name: AssaultCyborgDamagedRandom, Ref: AssaultCyborgDamaged 
  Mesh: Enemies/AssaultCyborg/DamagedAssaultCyborgPrefab 
  MeshDead: Enemies/AssaultCyborg/DamagedAssaultCyborgDeadPrefab
  MaxHealth: 300 
  XpFactor: 3
  LootListOnDeath: 84 
  AllowUserInstantiate: true  
  AllowInSpawners: true 
} 

##======== CIVILIAN / UNARMED WALKING
## Important: Cyborgs use a different internal avatar/animation controller than assault cyborgs! 

{ +Entity Name: DamagedCyborg 
  Mesh: Enemies/AssaultCyborg/DamagedCyborgPrefab    
  Prefab: AlienHumanoid
  ModelType: NoRagdoll  
  Class: Enemy  
  IsEnemy: false
  AvatarController: Enemy 
  Parent: Traders    
  HeadTransform: Bip001 Head
  RightHandJointName: AlienRPalm
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  
  # General Props
  SurfaceCategory: metal
  Material: metal
  # ParticleOnDeath:   
  AllowUserInstantiate: true
  AllowInSpawners: true
  UpdateClusterInfo: true     
  FadingEnabled: true     
  TimeStayAfterDeath: 120            # seconds 
  RotateToGround: false
  RotateSpeed: 60                 
  RotateSpeedMovement: 180       
  MotionAnimationSpeedMultiplier: 1.0  
  
  # Entity Props
  EntityType: Cyborg
  Faction: Alien
  MaxHealth: 400
  XpFactor: 0
  LootListOnDeath: 84
  
  #Sounds
  SfxRandomTime: 100.0     
  SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxAlertTime: 50.0       
  SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath
 
  #Behavior - old AI   
  ViewAngle: 180   
  Weight: 100
  
#= Movement
  WanderSpeed: 0.2         
  ApproachSpeed: 0.4        
  NightWanderSpeed: 0.2    
  NightApproachSpeed: 0.4  
  PanicSpeed: 1.5           
#= AITasks
  AITask-1: FleeOnHurt
  AITask-2: Wander, param1: true  
   
  
  #New AI - required for non-combatants?
  { Child MainBehavior
  #  BehaviorName:                Behaviors/HiLevelTrees/MainAnimal
   BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  } 
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
    SpeedAttack: 0.6
    SpeedFlee: 2.1
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}
{ +Entity Name: EngineerCyborg, Ref: DamagedCyborg
  Mesh: Enemies/AssaultCyborg/EngineerCyborgPrefab 
  SurfaceCategory: metal
  HeadTransform: Bip01_Head
}
{ +Entity Name: MedicCyborg, Ref: DamagedCyborg
  Mesh: Enemies/AssaultCyborg/MedicCyborgPrefab 
  SurfaceCategory: metal
  HeadTransform: Bip01_Head
}
{ +Entity Name: ServantCyborg, Ref: DamagedCyborg  
  Mesh: Enemies/AssaultCyborg/ServantCyborgPrefab 
  SurfaceCategory: metal
  HeadTransform: Bip01_Head
}

#===== CIVLIAN / UNARMED Static
{ +Entity Name: DamagedCyborgStatic 
  Mesh: Enemies/AssaultCyborg/DamagedCyborgPrefab   
  Prefab: AlienHumanoid
  ModelType: NoRagdoll  
  Class: Enemy
  IsEnemy: false
  AvatarController: Enemy
  Parent: Traders    
  HeadTransform: Bip001 Head
  RightHandJointName: AlienRPalm
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  
  # General Props
  SurfaceCategory: metal
  Material: metal
  # ParticleOnDeath:   
  AllowUserInstantiate: true
  AllowInSpawners: true
  UpdateClusterInfo: true     
  FadingEnabled: true     
  TimeStayAfterDeath: 120            # seconds  
  RotateToGround: false
  RotateSpeed: 60                 
  RotateSpeedMovement: 180       
  MotionAnimationSpeedMultiplier: 1.0  
  
  # Entity Props
  EntityType: Cyborg
  Faction: Alien
  MaxHealth: 400
  XpFactor: 0
  LootListOnDeath: 84
  
  #Sounds
  SfxRandomTime: 100.0     
  SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxAlertTime: 50.0       
  SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath
 
  #Behavior - old AI   
  ViewAngle: 180   
  Weight: 100
  AITask-1: FleeOnHurt
  #AITask-2: Wander, param1: true  
  #WanderSpeed: 0.2
  
  #New AI - required for non-combatants?
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  } 
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}
{ +Entity Name: EngineerCyborgStatic, Ref: DamagedCyborgStatic
  Mesh: Enemies/AssaultCyborg/EngineerCyborgPrefab 
  SurfaceCategory: metal
  HeadTransform: Bip01_Head
}
{ +Entity Name: MedicCyborgStatic, Ref: DamagedCyborgStatic
  Mesh: Enemies/AssaultCyborg/MedicCyborgPrefab 
  SurfaceCategory: metal
  HeadTransform: Bip01_Head
}
{ +Entity Name: ServantCyborgStatic, Ref: DamagedCyborgStatic  
  Mesh: Enemies/AssaultCyborg/ServantCyborgPrefab 
  SurfaceCategory: metal
  HeadTransform: Bip01_Head
}
#========== Civil Mechanoids (no attack/defense reactions)
{ +Entity Name: ScraperDrone_Army, Ref: PredatorBAITemplate
  
  Mesh: Enemies/ScraperDrone/ScraperDrone_ArmyPrefab
  MeshDead: Enemies/ScraperDrone/ScraperDrone_ArmyDeadPrefab

  Faction: Prey
  Prefab: ScraperDrone
  IsEnemy: false
  # Fly AI Settings
  MovementController: SmallSizeFly

  # Statistics
  MaxHealth: 200
  RotateToGround: true
  RotateSpeedMovement: 1000

  # Particle effects
  SurfaceCategory: metal

  # Sound settings
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Drone/DroneSmall_SfxRandom

  SfxAlert: Enemies/Drone/DroneSmall_SfxRandom
  SfxHurt:  Enemies/Drone/DroneSmall_SfxHurt
  SfxDeath: Enemies/Drone/DroneSmall_SfxDeath

  # Loot Settings
  LootListOnDeath: 82
  
  FadingEnabled: false
  UpdateClusterInfo: true   
  AllowInSpawners: true 
  AllowUserInstantiate: true
  
  # NEW AI Properties 
  { Child MainBehavior
    BehaviorName: Behaviors/AnimalSpecific/ScraperDrone/ScraperDrone
  }

  { Child VisionSensor
    VisibleDistance: 30
    ViewAngle: 360
  }

  { Child AlertSensor
    AlertLevel1: 15, param1: 0
  }

  { Child StuckSensor
    Use: 1
  }
}

{ +Entity Name: ScraperDrone_Blue, Ref: ScraperDrone_Army
  Mesh: Enemies/ScraperDrone/ScraperDrone_TintBluePrefab
  MeshDead: Enemies/ScraperDrone/ScraperDrone_TintBlueDeadPrefab
}

## === DISCONTINUED / NOT USED / Obsolete // Keep for backward compatibility until savegame break!

{ Entity Name: ArmoredGolemOld, Ref: PredatorTemplate   #Discontinued; needed only for old entity spawners
  Mesh: Enemies/ArmoredGolem/ArmoredGolemPrefab
  MeshDead: Enemies/ArmoredGolem/ArmoredGolemDeadPrefab
  # HeadTransform: ArmoredGolemHead
  HeadTransform: Head
  
  Prefab: AlienLarge
    
  Faction: Zirax  

    
  ViewAngle: 120
  MaxHealth: 3500
  # XpFactor: 1
  XpFactor: 21
  HandItem: MeleeArmoredGolem
  RotateToGround: false
  RotateSpeed: 60

  WanderSpeed: 0.35
  ApproachSpeed: 0.7
  NightWanderSpeed: 0.35
  NightApproachSpeed: 0.7
  PanicSpeed: 0.9

  
  SurfaceCategory: metal
  ParticleOnDeath: drone_explosion

  
  SfxRandomTime: 50.0
  # SfxRandom: Enemies/ArmoredGolem/SwellsRushesAssortment_start
  SfxRandom: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom

  SfxAlertTime: 25.0
  # SfxAlert: Enemies/ArmoredGolem/SwellsRushesAssortment_start
  SfxAlert: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom
  # SfxSense: Enemies/ArmoredGolem/SwellsRushesAssortment_start

  # SfxHurt: Enemies/ArmoredGolem/skratch13
  SfxHurt: Enemies/ArmoredGolem/ArmoredGolem_SfxHurt
  # SfxDeath: Enemies/ArmoredGolem/SwellsRushesAssortment_dead
  SfxDeath: Enemies/ArmoredGolem/ArmoredGolem_SfxDeath

  LootListOnDeath: 46
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: false
  AllowInSpawners: false
  FadingEnabled: false
}
{ Entity Name: MechanoidGroup, Ref: Mechanoid   #Not used / Obsolete 
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ Entity Name: TurretRobotNew, Ref: TurretRobotV2  #Discontinued; needed only for old entity spawners
  AllowUserInstantiate: false
  AllowInSpawners: false
}
 
{ Entity Name: TurretRobot, Ref: Mechanoid  #Discontinued; needed only for old entity spawners
  AllowUserInstantiate: false
  AllowInSpawners: false
}

#=======================================
#============== ZIRAX ==================
#=======================================


{ +Entity Name: ZiraxMinigun, Ref: AlienTemplateBAI
  Mesh: Enemies/Zirax/ZiraxBluePrefab
  MeshDead: Enemies/Zirax/ZiraxBlueDeadPrefab
  
  Faction: Zirax
  
  HeadTransform: Bip01_Head
  
  Prefab: AlienHumanoid
  
  SurfaceCategory: human

  
  ViewAngle: 180
  MaxHealth: 500
  # XpFactor: 3
  XpFactor: 9
  RightHandJointName: Bip01_R_Hand
  ItemsOnEnterGame: ZiraxMinigunWeapon
  RotateToGround: false
  RotateSpeed: 150

  JumpHeight: 0.5
  StepHeight: 0.2
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Zirax/Zirax_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Zirax/Zirax_SfxRandom
  SfxHurt:  Enemies/Zirax/Zirax_SfxHurt
  SfxDeath: Enemies/Zirax/Zirax_SfxDeath

  LootListOnDeath: 100
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh

  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
  }
  

  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.8
	SpeedAttack: 1.5
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
  }
	
  {	Child VisionSensor
	VisibleDistance: 130
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike,NPCFighter,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike,NPCFighter,EnemyDrone,Animal"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:65
	NoiseAlertMultiplier:0.5
  }       
}

{ +Entity Name: ZiraxLaser, Ref: ZiraxMinigun
  MaxHealth: 500
  XpFactor: 11.4
  LootListOnDeath: 101
  Mesh: Enemies/Zirax/ZiraxYellowPrefab
  MeshDead: Enemies/Zirax/ZiraxYellowDeadPrefab
  ItemsOnEnterGame: ZiraxLaserWeapon
}

{ +Entity Name: ZiraxShotgun, Ref: ZiraxMinigun
  MaxHealth: 500
  XpFactor: 10.2
  LootListOnDeath: 102
  Mesh: Enemies/Zirax/ZiraxGreenPrefab
  MeshDead: Enemies/Zirax/ZiraxGreenDeadPrefab
  ItemsOnEnterGame: ZiraxShotgunWeapon

  { Child VariableOverride
    SpeedAlerted: 1.2
  }  
  { Child Hints
	AttackApproachTarget: 90
	AttackOptimalDistance: 10
	SearchAdvanceTime: 3.0
	SearchWaitTime: 0.5
	SearchRandomDistanceMult: 0.8
	FireWeaponDurationMultiplier: 0.1	
  } 
}

{ +Entity Name: ZiraxRocket, Ref: ZiraxMinigun
  MaxHealth: 600
  XpFactor: 12.6
  LootListOnDeath: 103
  Mesh: Enemies/Zirax/ZiraxRedPrefab
  MeshDead: Enemies/Zirax/ZiraxRedDeadPrefab
  ItemsOnEnterGame: ZiraxRocketWeapon

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.6
	SpeedAttack: 0.8
  }
  
  { Child Hints
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.7
  }

}

{ +Entity Name: ZiraxSniper, Ref: ZiraxMinigun
  MaxHealth: 600
  XpFactor: 12.6
  LootListOnDeath: 100
  Mesh: Enemies/Zirax/ZiraxPurplePrefab
  MeshDead: Enemies/Zirax/ZiraxPurpleDeadPrefab
  ItemsOnEnterGame: ZiraxSniperWeapon

  { Child VariableOverride
    SpeedCalm: 0.1
	SpeedAttack: 0.7
  }
  {	Child VisionSensor
	VisibleDistance: 120
  }
}
{ +Entity Name: ZiraxCommander, Ref: AlienTemplate      #Guard functionality
  Mesh: Enemies/Zirax/ZiraxCommanderPrefab
  MeshDead: Enemies/Zirax/ZiraxCommanderDeadPrefab
  HeadTransform: Head
  
  Prefab: AlienHumanoid

  
  SurfaceCategory: human

  
  ViewAngle: 180
  MaxHealth: 700
  # XpFactor: 3
  XpFactor: 9
  RpFactor: 2
  RightHandJointName: Bip01_R_Hand
  ItemsOnEnterGame: ZiraxMinigunWeapon    #Change with real Minigun?
  RotateToGround: false
  RotateSpeed: 120

  WanderSpeed: 0.25
  ApproachSpeed: 0.5
  NightWanderSpeed: 0.25
  NightApproachSpeed: 0.5
  PanicSpeed: 0.8

  
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Zirax/Zirax_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Zirax/Zirax_SfxRandom
  SfxHurt:  Enemies/Zirax/Zirax_SfxHurt
  SfxDeath: Enemies/Zirax/Zirax_SfxDeath

  LootListOnDeath: 104
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh

  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
}
#==== CIVILIANS WALKING ====

{ +Entity Name: ZiraxCivilianMaleBlue 
  Mesh: Enemies/Zirax/ZiraxCivilianMaleBluePrefab
  MeshDead: Enemies/Zirax/ZiraxCivilianMaleBlueDeadPrefab  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid  
  Class: Enemy  
  IsEnemy: false
  AvatarController: Enemy
  Parent: Traders     
  HeadTransform: Bip01_Head  
  RightHandJointName: Bip01_R_Hand
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  
  SurfaceCategory: human
  AllowUserInstantiate: true
  AllowInSpawners: true
  UpdateClusterInfo: true    
 # PoolCount:                   
  FadingEnabled: false          # false; otherwise problems when switching to dead model  
  TimeStayAfterDeath: 120             
  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0   # ?
  
  # Entity Props
  EntityType: Civilian
  Faction: Zirax
  MaxHealth: 300
  XpFactor: 0  
  LootListOnDeath: 75  
  
  # Old AI 
  ViewAngle: 180    #dublicate with Child VisionSensor ?  
  Weight: 100
  AITask-1: FleeOnHurt
  AITask-2: Wander, param1: true  
  WanderSpeed: 0.2
  
  #Sounds
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Zirax/Zirax_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Zirax/Zirax_SfxRandom
  SfxHurt:  Enemies/Zirax/Zirax_SfxHurt
  SfxDeath: Enemies/Zirax/Zirax_SfxDeath
  
  #New AI   (Is this even required for civilians?)
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
  {	Child VisionSensor
    VisibleDistance: 80
    ViewAngle: 110
    VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  { Child StuckSensor
    Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}
{ +Entity Name: ZiraxCivilianFemaleBlue, Ref: ZiraxCivilianMaleBlue
  Mesh: Enemies/Zirax/ZiraxCivilianFemaleBluePrefab
  MeshDead: Enemies/Zirax/ZiraxCivilianFemaleDeadBluePrefab
  HeadTransform: Bip001 Head
 # RightHandJointName: R Weapon
 # ItemsOnEnterGame: ZiraxMinigunWeapon
}

#===== CIVILIANS STATIC =====

{ +Entity Name: ZiraxCivilianMaleBlueStatic 
  Mesh: Enemies/Zirax/ZiraxCivilianMaleBluePrefab
  MeshDead: Enemies/Zirax/ZiraxCivilianMaleBlueDeadPrefab
  ModelType: NoRagdoll
  Prefab: AlienHumanoid  
  Class: Enemy  
  IsEnemy: false
  AvatarController: Enemy
  Parent: Traders     
  HeadTransform: Bip01_Head  
  RightHandJointName: Bip01_R_Hand
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  
  SurfaceCategory: human
  AllowUserInstantiate: true
  AllowInSpawners: true
  UpdateClusterInfo: true    
 # PoolCount:                   
  FadingEnabled: false          # false; otherwise problems when switching to dead model    
  TimeStayAfterDeath: 120             
  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0   # ?
  
  # Entity Props
  EntityType: Civilian
  Faction: Zirax
  MaxHealth: 300
  XpFactor: 0  
  LootListOnDeath: 75  
  
  # Old AI 
  ViewAngle: 180    #dublicate with Child VisionSensor ?  
  Weight: 100
  AITask-1: FleeOnHurt
  #AITask-2: Wander, param1: true     #Entity will stay in place.
  #WanderSpeed: 0.2
  
  #Sounds
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Zirax/Zirax_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Zirax/Zirax_SfxRandom
  SfxHurt:  Enemies/Zirax/Zirax_SfxHurt
  SfxDeath: Enemies/Zirax/Zirax_SfxDeath
  
  #New AI   (Is this even required for civilians or static civilians?)
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
  {	Child VisionSensor
    VisibleDistance: 80
    ViewAngle: 110
    VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  { Child StuckSensor
    Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}
{ +Entity Name: ZiraxCivilianFemaleBlueStatic, Ref: ZiraxCivilianMaleBlueStatic
  Mesh: Enemies/Zirax/ZiraxCivilianFemaleBluePrefab
  MeshDead: Enemies/Zirax/ZiraxCivilianFemaleDeadBluePrefab
  HeadTransform: Bip001 Head 
}

##======== ZIRAX BASE ATTACK ENTITIES ====
## Note: when using PDA: deploy a Troop Transport > BaseAttack troops will attack base and try to conquer them!

{ +Entity Name: ZiraxMinigunBaseAttack, Ref: ZiraxMinigun
  MaxHealth: 500
  ItemsOnEnterGame: "ZiraxMinigunWeapon,DestroyBlocksWeapon,EMPAttackBlocksWeapon"
  NavigateBreakDoors: true 
  AllowUserInstantiate: false
  AllowInSpawners: false
  NavigateInWater: true
  RpFactor: 0    # no reputation change for base attack entities
  AttackWidthAngle: 190

  {	Child VisionSensor
	VisibleSubTypes: "BA"
	VisibleDistance: 100	
  }    
  
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }  
}

{ +Entity Name: ZiraxShotgunBaseAttack, Ref: ZiraxShotgun
  MaxHealth: 500
  ItemsOnEnterGame: "ZiraxShotgunWeapon,DestroyBlocksWeapon,EMPAttackBlocksWeapon"
  NavigateBreakDoors: true 
  AllowUserInstantiate: false
  AllowInSpawners: false
  NavigateInWater: true
  AttackWidthAngle: 190
  
  RpFactor: 0    # no reputation change for base attack entities
  
  {	Child VisionSensor
	VisibleSubTypes: "BA"
	VisibleDistance: 100	
  }

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }  
}


#=============================================================
#============== PRENN (prev. Traders Guild) ==================
#=============================================================

{ +Entity Name: SoldierAlienAssaultRifle, Ref: ZiraxMinigun
  Faction: Prenn
  MaxHealth: 500
  XpFactor: 7 
  LootListOnDeath: 101
  Mesh: Enemies/Prenn/SecurityGuardAlienMovingPrefab
  MeshDead: Enemies/Prenn/SecurityGuardAlienMovingDeadPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: AlienHead
  RightHandJointName: RightHand
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
  SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath
}
{ +Entity Name: SoldierAlienShotgun, Ref: ZiraxMinigun
  Faction: Prenn
  MaxHealth: 500 
  XpFactor: 7
  LootListOnDeath: 101
  Mesh: Enemies/Prenn/SecurityGuardAlienMovingPrefab
  MeshDead: Enemies/Prenn/SecurityGuardAlienMovingDeadPrefab
  ItemsOnEnterGame: PrennShotgun #ZiraxShotgunPlayer
  HeadTransform: AlienHead
  RightHandJointName: RightHand
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
  SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath
}

##=== CIVILIANS WALKING ===
{ +Entity Name: AlienCivilian1, Ref: CivilianTemplate
  Mesh: Enemies/Traders/AlienCivilian1Prefab

  EntityType: Civilian
  Faction: Civilian  

  HeadTransform: AlienHead

  SurfaceCategory: alien
  
    
  ViewAngle: 180
  MaxHealth: 300
  XpFactor: 0
  RightHandJointName: AlienRPalm
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  RotateToGround: false
  RotateSpeed: 60
 
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
  SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath

  LootListOnDeath: 75
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
#  { Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  }

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}

{ +Entity Name: AlienCivilian1Fat, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian1FatPrefab
}
{ +Entity Name: AlienCivilian1Small, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian1SmallPrefab
}
{ +Entity Name: AlienCivilian2, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian2Prefab
}
{ +Entity Name: AlienCivilian2Fat, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian2FatPrefab
}
{ +Entity Name: AlienCivilian2Thin, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian2ThinPrefab
}
{ +Entity Name: AlienCivilian3, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian3Prefab
}
{ +Entity Name: AlienCivilian3Fat, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian3FatPrefab
}
{ +Entity Name: AlienCivilian4, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian4Prefab
}
{ +Entity Name: AlienCivilian4Fat, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian4FatPrefab
}
{ +Entity Name: AlienCivilian5, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienCivilian5Prefab
}

##=== CIVILIANS STATIC ====
{ +Entity Name: AlienCivilian1Static, Ref: CivilianTemplateStatic
  Mesh: Enemies/Traders/AlienCivilian1Prefab

  EntityType: Civilian
  Faction: Civilian  

  HeadTransform: AlienHead

  SurfaceCategory: alien
  
    
  ViewAngle: 180
  MaxHealth: 300
  XpFactor: 0
  RightHandJointName: AlienRPalm
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  RotateToGround: false
  RotateSpeed: 60
 
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
  SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath

  LootListOnDeath: 75
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  } 
  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}

{ +Entity Name: AlienCivilian1FatStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian1FatPrefab
}
{ +Entity Name: AlienCivilian1SmallStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian1SmallPrefab
}
{ +Entity Name: AlienCivilian2Static, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian2Prefab
}
{ +Entity Name: AlienCivilian2FatStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian2FatPrefab
}
{ +Entity Name: AlienCivilian2ThinStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian2ThinPrefab
}
{ +Entity Name: AlienCivilian3Static, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian3Prefab
}
{ +Entity Name: AlienCivilian3FatStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian3FatPrefab
}
{ +Entity Name: AlienCivilian4Static, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian4Prefab
}
{ +Entity Name: AlienCivilian4FatStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian4FatPrefab
}
{ +Entity Name: AlienCivilian5Static, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienCivilian5Prefab
}

## === Prenn STORY NPCs

#Hekaton Game Master
{ +Entity Name: HeKaTonGameMaster, Ref: AlienCivilian3FatStatic
  Mesh: Enemies/Traders/AlienCivilian3FatPrefab
}


#==========================================================
#============== Polaris Megacorp   ==================
#========================================================== 
#
# Polaris will only have one station and OPVs = no planetary owned structures. 
# All POI will be dedicated to the Arkenian Republic
# Polaris will use Arkenian military preferrably BUT can also go with Prenn or others as it is a semi-independend, although state-controlled company.
#
#==========================================================
#============== ARKENIAN REPUBLIC =========================
#========================================================== 
#=== SOLDIERS ====
{ +Entity Name: SoldierHumanMale2AssaultRifle, Ref: ZiraxMinigun   
  MaxHealth: 700
  XpFactor: 11.4
  LootListOnDeath: 101
  Mesh: Enemies/SecurityGuards/SecurityGuard2MovingPrefab
  MeshDead: Enemies/SecurityGuards/SecurityGuard2MovingDeadPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: ArkenianRepublic
  
  SfxRandom:
  SfxAlertTime: 25.0
  SfxAlert: 
  SfxHurt:  
  SfxDeath: 
  
  SurfaceCategory: human
}
{ +Entity Name: SoldierHumanMale2Shotgun, Ref: ZiraxMinigun   
  MaxHealth: 700
  XpFactor: 11.4
  LootListOnDeath: 101
  Mesh: Enemies/SecurityGuards/SecurityGuard2MovingPrefab
  MeshDead: Enemies/SecurityGuards/SecurityGuard2MovingDeadPrefab
  ItemsOnEnterGame: PrennShotgun #ZiraxShotgunPlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: ArkenianRepublic
  
  SfxRandom:
  SfxAlertTime: 25.0
  SfxAlert: 
  SfxHurt:  
  SfxDeath: 
  
  SurfaceCategory: human
}
{ +Entity Name: SoldierHumanMaleAssaultRifle, Ref: ZiraxMinigun   
  MaxHealth: 500
  XpFactor: 11.4
  LootListOnDeath: 101
  Mesh: Enemies/SecurityGuards/SecurityGuardMovingPrefab
  MeshDead: Enemies/SecurityGuards/SecurityGuardMovingDeadPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: ArkenianRepublic
  
  SfxRandom:
  SfxAlertTime: 25.0
  SfxAlert: 
  SfxHurt:  
  SfxDeath: 
  
  SurfaceCategory: human
}
{ +Entity Name: SoldierHumanMaleShotgun, Ref: ZiraxMinigun   
  MaxHealth: 500
  XpFactor: 11.4
  LootListOnDeath: 101
  Mesh: Enemies/SecurityGuards/SecurityGuardMovingPrefab
  MeshDead: Enemies/SecurityGuards/SecurityGuardMovingDeadPrefab
  ItemsOnEnterGame: PrennShotgun #ZiraxShotgunPlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: ArkenianRepublic
  
  
  SfxRandom:
  SfxAlertTime: 25.0
  SfxAlert: 
  SfxHurt:  
  SfxDeath: 
  
  SurfaceCategory: human
}
#==== CIVILIANS WALKING ====
{ +Entity Name: HumanCivilianMale1, Ref: CivilianTemplate   #MaleCurvy    
  
  Mesh: Enemies/Traders/HumanCivilianWalking1Prefab
  
  Faction: ArkenianRepublic

  # FadingEnabled: false
  AllowUserInstantiate: true
  AllowInSpawners: true  

  MaxHealth: 150
  XpFactor: -0.5
  LootListOnDeath: 101
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand  
  
  SfxRandom:
  SfxAlertTime: 25.0
  SfxAlert: 
  SfxHurt: Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  SurfaceCategory: human
}
{ +Entity Name: HumanCivilianMale2, Ref: HumanCivilianMale1  #Male   
  Mesh: Enemies/Traders/HumanCivilianWalking2Prefab
  HeadTransform: Head1_M
  RightHandJointName: Wrist_R
}
{ +Entity Name: HumanCivilianMale3, Ref: HumanCivilianMale1   
  Mesh: Enemies/Traders/HumanCivilianWalking3Prefab
  HeadTransform: Head1_M
  RightHandJointName: Wrist_R
}
{ +Entity Name: HumanCivilianMale4, Ref: HumanCivilianMale1   
  Mesh: Enemies/Traders/HumanCivilianWalking4Prefab
  HeadTransform: Head1_M
  RightHandJointName: Wrist_R
}
{ +Entity Name: HumanCivilianFemale1, Ref: HumanCivilianMale1  #Female   
  Mesh: Enemies/Traders/HumanCivilianWalking5Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: HumanCivilianFemale2, Ref: HumanCivilianMale1 #Female   
  Mesh: Enemies/Traders/HumanCivilianWalking6Prefab
  HeadTransform: Head
  
  RightHandJointName: R Weapon
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
#===== Miliatry Personell WALKING===

{ +Entity Name: PilotMale, Ref: HumanCivilianMale1   
  Mesh: Enemies/Traders/OperatorPilotWalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
}
{ +Entity Name: OfficerFemale1, Ref: HumanCivilianMale1 #Female   
  Mesh: Enemies/Traders/CommandingOfficerWalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: OfficerFemale2, Ref: HumanCivilianMale1   #Female   
  Mesh: Enemies/Traders/TacticalOfficerWalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: OfficerMale1, Ref: HumanCivilianMale1 #Male   
  Mesh: Enemies/Traders/CommandingOfficer2WalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
}
{ +Entity Name: OfficerMale2, Ref: HumanCivilianMale1   
  Mesh: Enemies/Traders/HumanCivilianWalking7Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
}
##=== CIVILIANS STATIC ====


{ +Entity Name: HumanCivilianMale1Static, Ref: CivilianTemplateStatic       
  Mesh: Enemies/Traders/HumanCivilianWalking1Prefab

  EntityType: Civilian
  
  Faction: ArkenianRepublic
  
  HeadTransform: Head1_M
  

  SurfaceCategory: human
  
    
  ViewAngle: 180
  MaxHealth: 300
  XpFactor: 0
  RightHandJointName: Wrist_R
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  RotateToGround: false
  RotateSpeed: 60
  
  
  SfxRandomTime: 150.0     
  SfxAlertTime: 100.0       
  
  #SfxRandom: 
  SfxHurt: Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
 
  LootListOnDeath: 75
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
#  { Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  }

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 0.6
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0
	WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }    
}
{ +Entity Name: HumanCivilianMale2Static, Ref: HumanCivilianMale1Static  #Male   
  Mesh: Enemies/Traders/HumanCivilianWalking2Prefab
  HeadTransform: Head1_M
  RightHandJointName: Wrist_R
}
{ +Entity Name: HumanCivilianMale3Static, Ref: HumanCivilianMale1Static   
  Mesh: Enemies/Traders/HumanCivilianWalking3Prefab
  HeadTransform: Head1_M
  RightHandJointName: Wrist_R
}
{ +Entity Name: HumanCivilianMale4Static, Ref: HumanCivilianMale1Static   
  Mesh: Enemies/Traders/HumanCivilianWalking4Prefab
  HeadTransform: Head1_M
  RightHandJointName: Wrist_R
}
{ +Entity Name: HumanCivilianFemale1Static, Ref: HumanCivilianMale1Static  #Female   
  Mesh: Enemies/Traders/HumanCivilianWalking5Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: HumanCivilianFemale2Static, Ref: HumanCivilianMale1Static #Female   
  Mesh: Enemies/Traders/HumanCivilianWalking6Prefab
  HeadTransform: Head
  
  RightHandJointName: R Weapon
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: PilotMaleStatic, Ref: HumanCivilianMale1Static   
  Mesh: Enemies/Traders/OperatorPilotWalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
}
{ +Entity Name: OfficerFemale1Static, Ref: HumanCivilianMale1Static #Female   
  Mesh: Enemies/Traders/CommandingOfficerWalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: OfficerFemale2Static, Ref: HumanCivilianMale1Static   #Female   
  Mesh: Enemies/Traders/TacticalOfficerWalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
}
{ +Entity Name: OfficerMale1Static, Ref: HumanCivilianMale1Static #Male   
  Mesh: Enemies/Traders/CommandingOfficer2WalkingPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
}
{ +Entity Name: OfficerMale2Static, Ref: HumanCivilianMale1Static   
  Mesh: Enemies/Traders/HumanCivilianWalking7Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
}

#====== STORY NPCs (Arkenian) ====


{ +Entity Name: CommanderPendrell, Ref: HumanCivilianMale1Static #Male   
  Mesh: Enemies/Traders/CommandingOfficer2WalkingPrefab
  MeshDead: Enemies/Traders/CommandingOfficer2WalkingPrefab_dedi
  HeadTransform: Head
  RightHandJointName: R Weapon
  ParticleOnDeath: kill_teleport     
  FadingEnabled: false
  TimeStayAfterDeath: 2        #instant teleport (Remove death collider mesh)
  SfxHurt:   
  SfxDeath:  
}

#==================================================
#============== GLaD  ==================
#==================================================
#
# NOTE:
# GLaD does only  have a few asteroids, thus no planetary bases or ownership, eg now EGroups. 
# GLaD can use ANY robot/mechanoids and entities from every 'humanoid' faction except Kriel (and other bug races) and Zirax and Legacy.
#
#==================================================
#============== UCH (Humans Milkyway) ==================
#==================================================
#== UCH Templates   
{ +Entity Name: TemplateUCHBAI      #BAI
  Mesh: Enemies/Protofactor/UCH_Officer_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_Dead_Prefab 
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI     #Enemy: old AI
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #Enemy: Old AI Controller
  EntityType: NPCFighter
  
  SurfaceCategory: human
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand
  
  Faction: UCH
 
  ItemsOnEnterGame: "MeleePlayer,UCHAssaultRifle" 
  
  ViewAngle: 180
  MaxHealth: 500
  XpFactor: 3.5

  LootListOnDeath: 108

  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  JumpHeight: 0.5
  StepHeight: 0.2
  
  TimeStayAfterDeath: 600 
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
 # SfxRandomTime: 150.0     
 # SfxRandom:  
  SfxAlertTime: 100.0       
 # SfxAlert:  
  
# Old AI

  # AITask-1: Wander, param1: true    
  # AITask-2: ApproachAttack, param1: EntityPlayer
  # AITarget-1: OnHurt, param1: Player 
  
  #AITask-1: ApproachAttack
  #AITask-2: ApproachSpot
  #AITask-3: ReturnHome
  #AITask-4: ""
  #AITarget-1: OnHurt, param1: Player
  #AITarget-2: Entity, param1: Player, param2: true
  
  #WanderSpeed: 0.18         
  #ApproachSpeed: 0.18        
  #NightWanderSpeed: 0.18    
  #NightApproachSpeed: 0.18  
  #PanicSpeed: 0.18           
  
# New AI
  { Child MainBehavior
    BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
    Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"       
    Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"       
    Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"       
    Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"     
    Slot5: "SlotAttackTarget,    Behaviors/Activities/HumanoidBasicAttack"
  }
  
#  {	Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.25
    SpeedAlerted: 1.5
	SpeedAttack: 1.8
  }
  
  { Child Hints
	AttackApproachTarget: 100
	AttackOptimalDistance: 20
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 2.75
  	FireWeaponDurationMultiplier: 2.0
	FireWeaponBlendInTime: 0.5
	# UseMeleeAttack: 0
	# WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}

{ +Entity Name: TemplateUCHCivilianCombatBAI      #BAI
  Mesh: Enemies/Protofactor/UCH_Officer_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_Dead_Prefab 
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI        #required for 'new ai' behavior and related
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #required for 'new ai' behavior and related
  EntityType: NPCFighter   #Set to NPCFighter so it can be detected by hostile enemies (see factions.ecf)
  
  SurfaceCategory: human     #hit effects
  HeadTransform: MercenaryFemale_ Head   #pay attention to correct GO set here!
  RightHandJointName: MercenaryFemale_ R Hand #pay attention to correct GO set here!
  
  Faction: UCH
 
  ItemsOnEnterGame: "MeleePlayer,UCHPistol" # Melee = slot 1 = required to be set! Do not set only one slot for Crew / CIV / Guards as this might lead to a broken behavior)
  
  ViewAngle: 180
  MaxHealth: 300
  XpFactor: 3.5

  LootListOnDeath: 108

  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.3
  JumpHeight: 0.5
  StepHeight: 0.2
  
  TimeStayAfterDeath: 180 
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
 # SfxRandomTime: 150.0     
 # SfxRandom:  
  SfxAlertTime: 100.0       
 # SfxAlert:  
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
   
  { Child MainBehavior #Use this setup for MOBILE non-combatants that should not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian    
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/RandomWalk"
    Slot2: "SlotTraveling,        Behaviors/Activities/RandomWalk"
    Slot3: "SlotSearchTarget,     Behaviors/Activities/SearchTarget"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HumanoidBasicAttack"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HumanoidBasicAttack"	
  }
  
#  {	Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.16
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 20
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50
	WeaponAtAlert: 100        # >= 50 to draw weapon
	ReturnHome: 0          # Set to 0 to avoid NPC returns to spawnpoint when using MainCivilian behavior tree
	#LifeCycleWandering: 100   # >=50 = Wandering;  <50 = Idle
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 360
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0       #param1 = time in that state; no alert
	AlertLevel2: 40, param1: 2       #
	AlertLevel3: 60, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}
{ +Entity Name: TemplateUCHCivilianFleeBAI, Ref: TemplateUCHCivilianCombatBAI        
    
    { Child MainBehavior #Use this setup for MOBILE non-combatants that should not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/RandomWalk"
    Slot2: "SlotTraveling,        Behaviors/Activities/RandomWalk"
    Slot3: "SlotAttackRanged,     Behaviors/Activities/HerbivoreFlee"	
    Slot4: "SlotSearchTarget,     Behaviors/Activities/HerbivoreFlee"	
    Slot5: "SlotAttackTarget,     Behaviors/Activities/HerbivoreFlee"	
  }
  { Child Hints
	#AttackApproachTarget: 10
	#AttackOptimalDistance: 15
	#SearchAdvanceTime: 1.0
	#SearchWaitTime: 1
	#SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50
	WeaponAtAlert: 0        # >= 50 to draw weapon
	ReturnHome: 0          # Set to 0 to avoid NPC returns to spawnpoint
	#LifeCycleWandering: 100   # >=50 = Wandering;  <50 = Idle
  } 
 
   
}
{ +Entity Name: TemplateUCHCrewCombatBAI, Ref: TemplateUCHCivilianCombatBAI        #Crew that fights back
    { Child MainBehavior   #Use this setup for STATIONARY non-combatants that should not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot2: "SlotTraveling,        Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot3: "SlotSearchTarget,     Behaviors/Activities/SearchTarget"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HumanoidBasicAttack"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HumanoidBasicAttack"	
  }
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
   }
   { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 20
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50; always set to 0 if NPC has only range attack
	WeaponAtAlert: 100        # >= 50 to draw weapon; Set to 100 to let the NPC make use of its weapon (pos 2 on itemsonentergame
	ReturnHome: 100          # Set to 100 to get the NPC to return to its start/spawn location (will be +/- 1m!)
	LifeCycleWandering: 0   # >=50 = Wandering;  <50 = Idle
  }  
   
}
{ +Entity Name: TemplateUCHCrewFleeBAI, Ref: TemplateUCHCivilianCombatBAI        #Crew that flees
    
   { Child MainBehavior #Use this setup for STATIONARY non-combatants that should not have a weapon in hands all the time and flee when attacked / approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot2: "SlotTraveling,        Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot3: "SlotSearchTarget,     Behaviors/Activities/HerbivoreFlee"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HerbivoreFlee"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HerbivoreFlee"	
  }
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
   }
  { Child Hints
	#AttackApproachTarget: 10
	#AttackOptimalDistance: 15
	#SearchAdvanceTime: 1.0
	#SearchWaitTime: 1
	#SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50; always set to 0 if NPC has only range attack
	WeaponAtAlert: 0        # >= 50 to draw weapon; Set to 0 to deny drawing the weapon
	ReturnHome: 100          # Set to 100 to get the NPC to return to its start/spawn location (will be +/- 1m!)
	LifeCycleWandering: 0   # >=50 = Wandering;  <50 = Idle
  }  
   
}

{ +Entity Name: TemplateUCHGuardBAI, Ref: TemplateUCHCivilianCombatBAI        #Crew that fights back
    { Child MainBehavior   #Use this setup for STATIONARY non-combatants that do or do not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/HumanoidStationary" #HumanoidIdle"  #Use HumanoidStationary if no 'rotation on spot' is wanted
    Slot2: "SlotTraveling,        Behaviors/Activities/HumanoidStationary" #HumanoidIdle"  #Use HumanoidStationary if no 'rotation on spot' is wanted
    Slot3: "SlotSearchTarget,     Behaviors/Activities/SearchTarget"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HumanoidBasicAttack"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HumanoidBasicAttack"	
  }
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
   }
   { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 20
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50; always set to 0 if NPC has only range attack
	WeaponAtAlert: 100        # >= 50 to draw weapon; Set to 100 to let the NPC make use of its weapon (pos 2 on itemsonentergame
	ReturnHome: 100          # Set to 100 to get the NPC to return to its start/spawn location (will be +/- 1m!)
	LifeCycleWandering: 0   # >=50 = Wandering;  <50 = Idle
  }  
   
}
#===== Non-BAI behavior =====

{ +Entity Name: TemplateUCHGuard   # Guard spot; attack when required; return;)

  Mesh: Enemies/Protofactor/UCH_Officer_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_Dead_Prefab 
  
  Faction: UCH
  
  MaxHealth: 500
  XpFactor:  3.5

  LootListOnDeath: 108
  
  Class: Enemy #BehaviorAI      
  AvatarController: BAIAnimalBase #Enemy  
  Parent: Enemies     
  IsEnemy: true
  EntityType: NPCFighter
  
  Prefab: AlienHumanoid  
  ModelType: NoRagdoll
  
  SurfaceCategory: human

  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand
   
  ItemsOnEnterGame: "MeleePlayer, UCHAssaultRifle"  

  Weight: 100  
  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 0.8
  
  ViewAngle: 270
  JumpHeight: 0.5
  StepHeight: 0.2
  
  TimeStayAfterDeath: 120  
  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
 # SfxRandomTime: 150.0     
 # SfxRandom:  
  SfxAlertTime: 100.0       
 # SfxAlert:  
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
#= Non-BAI Settings for AI Behavior ====
#= Movement
  WanderSpeed: 0.2         
  ApproachSpeed: 0.4        
  NightWanderSpeed: 0.2    
  NightApproachSpeed: 0.4  
  PanicSpeed: 0.8           

#= AITasks: Attack, return to spot
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""

#= AI Targets (when Attack is set as a Task; Target priority given) 
  AITarget-1: Entity, param1: Player, param2: true  # includes seated on bike and in HV,SV,CV
  AITarget-2: Entity, param1: NPCFighter
  AITarget-3: Entity, param1: Cyborg
  AITarget-4: Entity, param1: EnemyDrone
  AITarget-5: Entity, param1: TroopTransport
 # AITarget-6: Entity, param1: Animal
 # AITarget-7: Entity, param1: Civilian
 # AITarget-8: Entity, param1: Trader
  
  # Note: It seems that Non-BAI NPCs (Class/AvtarController using "Enemy") cannot be damaged by Guard (also non-BAI setup); Cyborg, Civilian
  
}
#### =========== Moving Entities ====================
## ===== Regular Troops: Assault, Shotgun, Rocket

{ +Entity Name: UCHMarine01Female, Ref: TemplateUCHBAI    #Assault
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 111
  Mesh: Enemies/Protofactor/UCH_Marine_01_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_01_Female_Dead_Prefab 
  ItemsOnEnterGame: UCHAssaultRifle 
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxAlertTime: 25.0
  SfxAlert: PlyFemale/FemaleGrunt04
  SfxHurt:  PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: UCHMarine01Male, Ref: TemplateUCHBAI    # Assault
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 111
  Mesh: Enemies/Protofactor/UCH_Marine_01_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_01_Male_Dead_Prefab 
  ItemsOnEnterGame: UCHAssaultRifle  
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxAlertTime: 25.0
  SfxAlert: Player_Male/MaleGrunt05
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: UCHMarine02Female, Ref: UCHMarine01Female  # ATA Soldiers
  LootListOnDeath: 112 
  ItemsOnEnterGame: UCHRocketLauncher  
  Mesh: Enemies/Protofactor/UCH_Marine_02_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_02_Female_Dead_Prefab 
}
{ +Entity Name: UCHMarine02Male, Ref: UCHMarine01Male   
  LootListOnDeath: 112
  ItemsOnEnterGame: UCHRocketLauncher 
  Mesh: Enemies/Protofactor/UCH_Marine_02_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_02_Male_Dead_Prefab 
}

{ +Entity Name: UCHMarine03Female, Ref: UCHMarine01Female    #Engineer
  LootListOnDeath: 113
  ItemsOnEnterGame: UCHShotgunRifle
  Mesh: Enemies/Protofactor/UCH_Marine_03_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_03_Female_Dead_Prefab 
  { Child Hints
	AttackApproachTarget: 100
	AttackOptimalDistance: 8
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	#UseMeleeAttack: 0
	#WeaponAtAlert: 100
  }
}
{ +Entity Name: UCHMarine03Male, Ref: UCHMarine01Male   
  LootListOnDeath: 113
  ItemsOnEnterGame: UCHShotgunRifle
  Mesh: Enemies/Protofactor/UCH_Marine_03_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_03_Male_Dead_Prefab 
  { Child Hints
	AttackApproachTarget: 100
	AttackOptimalDistance: 8
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	#UseMeleeAttack: 0
	#WeaponAtAlert: 100
  }
}

## Elites: Minigun, Sniper

{ +Entity Name: UCHElite01Male, Ref: UCHMarine01Male   #Sniper
  LootListOnDeath: 114
  MaxHealth: 700
  XpFactor: 7
  ItemsOnEnterGame: UCHSniperRifle
  Mesh: Enemies/Protofactor/UCH_Elite_01_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Elite_01_Male_Dead_Prefab 
}
{ +Entity Name: UCHElite02Male, Ref: UCHMarine01Male     # Special Trooper: Burst Trooper with FlameThrower
  LootListOnDeath: 115 
  MaxHealth: 700
  XpFactor: 8
  ItemsOnEnterGame: UCHFlameThrower
  Mesh: Enemies/Protofactor/UCH_Elite_02_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Elite_02_Male_Dead_Prefab 
  
  
  { Child Hints
	AttackApproachTarget: 100
	AttackOptimalDistance: 6
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	#UseMeleeAttack: 0
	#WeaponAtAlert: 100
  }
}
{ +Entity Name: UCHElite03Male, Ref: UCHMarine01Male     # Heavy Trooper Minigun; Animation set to only use Gatling/Minigun!
  LootListOnDeath: 116 
  MaxHealth: 700
  XpFactor: 8
  ItemsOnEnterGame: UCHMinigun
  Mesh: Enemies/Protofactor/UCH_Elite_03_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Elite_03_Male_Dead_Prefab 
  { Child VariableOverride
    SpeedCalm: 0.25
    SpeedAlerted: 0.35
	SpeedAttack: 0.5      #Walking a bit faster than idle / Gatling has no "running"
  }
  
  { Child Hints
	AttackApproachTarget: 100           #probability to approach the target (go towards it between shots)
	AttackOptimalDistance: 10           #it will approach if the distance to the target is bigger than optimal distance
	SearchAdvanceTime: 1.0              #time to move to next position
	SearchWaitTime: 0                   #time to wait at the position
	SearchRandomDistanceMult: 1      #how far to go to the next position, There is some math there, and this can make the search distance longer
  	FireWeaponDurationMultiplier: 10.0
	FireWeaponBlendInTime: 0.5
	# UseMeleeAttack: 0
	# WeaponAtAlert: 100
  }
}
{ +Entity Name: UCHElite03Female, Ref: UCHMarine01Female     # Heavy Trooper Minigun; Animation set to only use Gatling/Minigun!
  LootListOnDeath: 116 
  MaxHealth: 700
  XpFactor: 8
  ItemsOnEnterGame: UCHMinigun
  Mesh: Enemies/Protofactor/UCH_Elite_03_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Elite_03_Female_Dead_Prefab 
  { Child VariableOverride
    SpeedCalm: 0.25
    SpeedAlerted: 0.35
	SpeedAttack: 0.5      #Walking a bit faster than idle / Gatling has no "running"
  }
  
  { Child Hints
	AttackApproachTarget: 100           #probability to approach the target (go towards it between shots)
	AttackOptimalDistance: 10           #it will approach if the distance to the target is bigger than optimal distance
	SearchAdvanceTime: 1.0              #time to move to next position
	SearchWaitTime: 0                   #time to wait at the position
	SearchRandomDistanceMult: 1         #how far to go to the next position, There is some math there, and this can make the search distance longer
  	FireWeaponDurationMultiplier: 10.0
	FireWeaponBlendInTime: 0.5
	# UseMeleeAttack: 0
	# WeaponAtAlert: 100
  }
}

#### =========== GUARDS / SENTINEL ==================== 

{ +Entity Name: UCHGuard01Female, Ref: TemplateUCHGuardBAI #TemplateUCHGuard 
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 111
  Mesh: Enemies/Protofactor/UCH_Marine_01_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_01_Female_Dead_Prefab 
  ItemsOnEnterGame: "UCHAssaultRifle,UCHAssaultRifle"   #double slotted to have the Guard present the weapon on idle state
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxAlertTime: 25.0
  SfxAlert: PlyFemale/FemaleGrunt04
  SfxHurt:  PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: UCHGuard01Male, Ref: TemplateUCHGuardBAI # TemplateUCHGuard    
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 111
  Mesh: Enemies/Protofactor/UCH_Marine_01_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_01_Male_Dead_Prefab 
  ItemsOnEnterGame: "UCHAssaultRifle,UCHAssaultRifle"  #double slotted to have the Guard present the weapon on idle state
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxAlertTime: 25.0
  SfxAlert: Player_Male/MaleGrunt05
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: UCHGuard02Male, Ref: UCHGuard01Male  
  Mesh: Enemies/Protofactor/UCH_Marine_02_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_02_Male_Dead_Prefab 
  LootListOnDeath: 112
  ItemsOnEnterGame: "UCHRocketLauncher,UCHRocketLauncher"  #double slotted to have the Guard present the weapon on idle state 
}

{ +Entity Name: UCHGuard02Female, Ref: UCHGuard01Female #TemplateUCHGuard  
  Mesh: Enemies/Protofactor/UCH_Marine_02_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_02_Female_Dead_Prefab 
  LootListOnDeath: 112
  ItemsOnEnterGame: "UCHRocketLauncher,UCHRocketLauncher"   #double slotted to have the Guard present the weapon on idle state 
}
{ +Entity Name: UCHGuard03Male, Ref: UCHGuard01Male  
  Mesh: Enemies/Protofactor/UCH_Marine_03_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_03_Male_Dead_Prefab 
  LootListOnDeath: 113
  ItemsOnEnterGame: "UCHShotgunRifle,UCHShotgunRifle"  #double slotted to have the Guard present the weapon on idle state 
}

{ +Entity Name: UCHGuard03Female, Ref: UCHGuard01Female #TemplateUCHGuard  
  Mesh: Enemies/Protofactor/UCH_Marine_03_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Marine_03_Female_Dead_Prefab 
  LootListOnDeath: 113
  ItemsOnEnterGame: "UCHShotgunRifle,UCHShotgunRifle"   #double slotted to have the Guard present the weapon on idle state 
}
{ +Entity Name: UCHGuardElite03Male, Ref: UCHGuard01Male  
  Mesh: Enemies/Protofactor/UCH_Elite_03_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Elite_03_Male_Dead_Prefab
  LootListOnDeath: 116 
  ItemsOnEnterGame: "UCHMinigun,UCHMinigun"  #double slotted to have the Guard present the weapon on idle state 
}

{ +Entity Name: UCHGuardElite03Female, Ref: UCHGuard01Female #TemplateUCHGuard  Mesh:   
  Mesh: Enemies/Protofactor/UCH_Elite_03_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Elite_03_Female_Dead_Prefab 
  LootListOnDeath: 116 
  ItemsOnEnterGame: "UCHMinigun,UCHMinigun"   #double slotted to have the Guard present the weapon on idle state 
}
## === NON COMBATANTS - Civilians : Moving =======
## Important: All civilian prefab/models animations are set for Pistol and SMG and will not work with rifle-type weapons/rocketlaunchers etc!
{ +Entity Name: UCHCivilianFemale01, Ref: TemplateUCHCivilianCombatBAI
  Mesh: Enemies/Protofactor/UCH_Female01_Hc1_Prefab
  MeshDead: Enemies/Protofactor/UCH_Female01_Hc1_Dead_Prefab 
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand 
  LootListOnDeath: 108
  FadingEnabled: false   #!!
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: UCHCivilianFemale02, Ref: UCHCivilianFemale01
  Mesh: Enemies/Protofactor/UCH_Female01_smCu_Hc2_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female01_smCu_Hc2_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale03, Ref: UCHCivilianFemale01
  Mesh: Enemies/Protofactor/UCH_Female01_taCu_Hc1_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female01_taCu_Hc1_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale04, Ref: UCHCivilianFemale01
  Mesh: Enemies/Protofactor/UCH_Female02_Hc2_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female02_Hc2_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale05, Ref: UCHCivilianFemale01
  Mesh: Enemies/Protofactor/UCH_Female02_smSki_Hc2_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female02_smSki_Hc2_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale06, Ref: UCHCivilianFemale01
  Mesh: Enemies/Protofactor/UCH_Female02_taSki_Hc1_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female02_taSki_Hc1_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale01, Ref: TemplateUCHCivilianCombatBAI  
  Mesh: Enemies/Protofactor/UCH_Male01_Hc_Prefab
  MeshDead: Enemies/Protofactor/UCH_Male01_Hc_Dead_Prefab
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand 
  LootListOnDeath: 108
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true   
}
{ +Entity Name: UCHCivilianMale02, Ref: UCHCivilianMale01  
  Mesh: Enemies/Protofactor/UCH_Male01_smCurv_bld_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male01_smCurv_bld_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale03, Ref: UCHCivilianMale01  
  Mesh: Enemies/Protofactor/UCH_Male02_Hc_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male02_Hc_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale04, Ref: UCHCivilianMale01  
  Mesh: Enemies/Protofactor/UCH_Male02_sm_bld_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male02_sm_bld_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale05, Ref: UCHCivilianMale01  
  Mesh: Enemies/Protofactor/UCH_Male03_Hc_brd_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_Hc_brd_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale06, Ref: UCHCivilianMale01  
  Mesh: Enemies/Protofactor/UCH_Male03_ta_Hc_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_ta_Hc_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale07, Ref: UCHCivilianMale01  
  Mesh: Enemies/Protofactor/UCH_Male03_taCur_brd_bld_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_taCur_brd_bld_Dead_Prefab 
}

## === NON COMBATANTS - Civilians : Stationary (_STN) =======
## Important: All crew prefab/models animations are set for Pistol and SMG and will not work with rifle-type weapons/rocketlaunchers etc!
{ +Entity Name: UCHCivilianFemale01_STN, Ref: TemplateUCHCrewCombatBAI
  Mesh: Enemies/Protofactor/UCH_Female01_Hc1_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Female01_Hc1_Dead_Prefab 
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand 
  LootListOnDeath: 108
  FadingEnabled: false   #!!
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: UCHCivilianFemale02_STN, Ref: UCHCivilianFemale01_STN
  Mesh: Enemies/Protofactor/UCH_Female01_smCu_Hc2_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female01_smCu_Hc2_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale03_STN, Ref: UCHCivilianFemale01_STN
  Mesh: Enemies/Protofactor/UCH_Female01_taCu_Hc1_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female01_taCu_Hc1_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale04_STN, Ref: UCHCivilianFemale01_STN
  Mesh: Enemies/Protofactor/UCH_Female02_Hc2_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female02_Hc2_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale05_STN, Ref: UCHCivilianFemale01_STN
  Mesh: Enemies/Protofactor/UCH_Female02_smSki_Hc2_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female02_smSki_Hc2_Dead_Prefab 
}
{ +Entity Name: UCHCivilianFemale06_STN, Ref: UCHCivilianFemale01_STN
  Mesh: Enemies/Protofactor/UCH_Female02_taSki_Hc1_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Female02_taSki_Hc1_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale01_STN, Ref: TemplateUCHCrewCombatBAI  
  Mesh: Enemies/Protofactor/UCH_Male01_Hc_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Male01_Hc_Dead_Prefab
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand 
  LootListOnDeath: 108
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true   
}
{ +Entity Name: UCHCivilianMale02_STN, Ref: UCHCivilianMale01_STN  
  Mesh: Enemies/Protofactor/UCH_Male01_smCurv_bld_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male01_smCurv_bld_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale03_STN, Ref: UCHCivilianMale01_STN  
  Mesh: Enemies/Protofactor/UCH_Male02_Hc_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male02_Hc_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale04_STN, Ref: UCHCivilianMale01_STN  
  Mesh: Enemies/Protofactor/UCH_Male02_sm_bld_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male02_sm_bld_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale05_STN, Ref: UCHCivilianMale01_STN  
  Mesh: Enemies/Protofactor/UCH_Male03_Hc_brd_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_Hc_brd_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale06_STN, Ref: UCHCivilianMale01_STN  
  Mesh: Enemies/Protofactor/UCH_Male03_ta_Hc_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_ta_Hc_Dead_Prefab 
}
{ +Entity Name: UCHCivilianMale07_STN, Ref: UCHCivilianMale01_STN  
  Mesh: Enemies/Protofactor/UCH_Male03_taCur_brd_bld_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_taCur_brd_bld_Dead_Prefab 
}

## === NON COMBATANTS - Crew : Mobile  =======
## Important: All crew prefab/models animations are set for Pistol and SMG and will not work with rifle-type weapons/rocketlaunchers etc!
{ +Entity Name: UCHCommanderFemale, Ref: TemplateUCHCivilianCombatBAI
  Mesh: Enemies/Protofactor/UCH_Officer_Female_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_Dead_Prefab
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  LootListOnDeath: 120
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: UCHCommanderFemale02, Ref: UCHCommanderFemale
  Mesh: Enemies/Protofactor/UCH_Officer_Female_02_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_02_Dead_Prefab 
}
{ +Entity Name: UCHCommanderFemale03, Ref: UCHCommanderFemale
  Mesh: Enemies/Protofactor/UCH_Officer_Female_03_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_03_Dead_Prefab 
}
{ +Entity Name: UCHCrewBlueFemale, Ref: UCHCommanderFemale
  Mesh: Enemies/Protofactor/UCH_Crew_Blue_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Blue_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewGreenFemale, Ref: UCHCommanderFemale
  Mesh: Enemies/Protofactor/UCH_Crew_Green_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Green_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewYellowFemale, Ref: UCHCommanderFemale
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Yellow_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewRedFemale, Ref: UCHCommanderFemale
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Female_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Red_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCommanderMale, Ref: TemplateUCHCivilianCombatBAI  
  Mesh: Enemies/Protofactor/UCH_Officer_Male_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Male_Dead_Prefab
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  LootListOnDeath: 120
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true   
  FadingEnabled: false
}

{ +Entity Name: UCHCommanderMale02, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Officer_Male_02_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Male_02_Dead_Prefab
}
{ +Entity Name: UCHCrewBlueMale, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Crew_Blue_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Blue_Male_Dead_Prefab    
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewGreenMale, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Crew_Green_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Green_Male_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewYellowMale, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Yellow_Male_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewRedMale, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Male_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Red_Male_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHMedicMale, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Medic_Male_Crew_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Medic_Male_Crew_Dead_Prefab 
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  
  LootListOnDeath: 118
}
 
{ +Entity Name: UCHScientistMale, Ref: UCHCommanderMale  
  Mesh: Enemies/Protofactor/UCH_Scientist_Male_Crew_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Scientist_Male_Crew_Dead_Prefab 
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  
  LootListOnDeath: 119
}

## === NON COMBATANTS - Crew : Stationary (_STN) =======
## Important: All crew prefab/models animations are set for Pistol and SMG and will not work with rifle-type weapons/rocketlaunchers etc!
{ +Entity Name: UCHCommanderFemale_STN, Ref: TemplateUCHCrewCombatBAI
  Mesh: Enemies/Protofactor/UCH_Officer_Female_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_Dead_Prefab
  HeadTransform: MercenaryFemale_ Head
  RightHandJointName: MercenaryFemale_ R Hand
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  LootListOnDeath: 120
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: UCHCommanderFemale02_STN, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_Officer_Female_02_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_02_Dead_Prefab
}
{ +Entity Name: UCHCommanderFemale03_STN, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_Officer_Female_03_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Female_03_Dead_Prefab
}
{ +Entity Name: UCHCrewBlueFemale_STN, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_Crew_Blue_Female_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Blue_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewGreenFemale_STN, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_Crew_Green_Female_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Green_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewYellowFemale_STN, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Female_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Yellow_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewRedFemale_STN, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Female_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Red_Female_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCommanderMale_STN, Ref: TemplateUCHCrewCombatBAI  
  Mesh: Enemies/Protofactor/UCH_Officer_Male_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Male_Dead_Prefab
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  LootListOnDeath: 120
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true   
  FadingEnabled: false
}

{ +Entity Name: UCHCommanderMale02_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Officer_Male_02_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_Officer_Male_02_Dead_Prefab 
}
{ +Entity Name: UCHCrewBlueMale_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Crew_Blue_Male_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Blue_Male_Dead_Prefab    
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewGreenMale_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Crew_Green_Male_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Green_Male_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewYellowMale_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Male_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Yellow_Male_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHCrewRedMale_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Male_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Red_Male_Dead_Prefab 
  LootListOnDeath: 121
}
{ +Entity Name: UCHMedicMale_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Medic_Male_Crew_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Medic_Male_Crew_Dead_Prefab 
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  
  LootListOnDeath: 118
}
 
{ +Entity Name: UCHScientistMale_STN, Ref: UCHCommanderMale_STN  
  Mesh: Enemies/Protofactor/UCH_Scientist_Male_Crew_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Scientist_Male_Crew_Dead_Prefab 
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  
  LootListOnDeath: 119
}
 
#== TRADER
{ +Entity Name: UCHTraderMale, Ref: TraderTemplate  
  Mesh: Enemies/Protofactor/UCH_Trader_Male02_Prefab
  MeshDead: Enemies/Protofactor/UCH_Trader_Male02_Dead_Prefab
  HeadTransform: Humanoid_ Head
  RightHandJointName: Humanoid_ R Hand
  ItemsOnEnterGame: "MeleePlayer, UCHSMG"
  #AvatarController: BAIAnimalBase
  SurfaceCategory: human
  
  LootListOnDeath: 117
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: true
  AllowInSpawners: true   
  FadingEnabled: false
}

#== STORY NPCs


{ +Entity Name: AdmiralPerez, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_AdmiralPerez_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_AdmiralPerez_STN_Dead_Prefab
  MaxHealth: 1400
}
{ +Entity Name: AdmiralPerezDouble, Ref: AdmiralPerez    #Story UCH Faction mission #4
  Mesh: Enemies/Protofactor/UCH_AdmiralPerez_STN_Prefab
  MeshDead: Enemies/AssaultCyborg/AssaultCyborgDeadPrefab
  MaxHealth: 1400
  #SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath
  SurfaceCategory: human
  ParticleOnDeath: kill_electric 
}

{ +Entity Name: AlexLamarr, Ref: UCHCommanderFemale_STN
  Mesh: Enemies/Protofactor/UCH_AlexLamarr_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_AlexLamarr_STN_Dead_Prefab
  MaxHealth: 1400
}

{ +Entity Name: JohnEmmerson, Ref: UCHCrewRedMale_STN
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Male_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Red_Male_Dead_Prefab 
  MaxHealth: 1400
}

{ +Entity Name: NicolePalant, Ref: UCHCrewYellowFemale_STN
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Female_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Crew_Yellow_Female_Dead_Prefab 
  MaxHealth: 1400
}

{ +Entity Name: UnconsciousZiraxCommanderSnoring
  Mesh: Enemies/Zirax/ZiraxCommanderUnconsciousPrefab
  MeshDead: Enemies/Zirax/ZiraxCommanderDeadPrefab
  LootListOnDeath: 104  
  Prefab: AlienHumanoid
  Faction: Zirax
  TimeStayAfterDeath: 900        #seconds
  MaxHealth: 200                   
  EntityType: Animal 
  ModelType: NoRagdoll 
  Class: Enemy
  Parent: Enemies     
  IsEnemy: true
  AvatarController: Enemy 
  FadingEnabled: false 
  PoolCount: 10 
  RotateToGround: true 
  UpdateClusterInfo: true
  HudInfo: false
  AllowInSpawners: true  
  AllowUserInstantiate: true
  
  SfxRandomTime: 2
  SfxRandom: Enemies/Zirax/Zirax_SfxSnoringStrong
 # SfxAlertTime: 25.0
 # SfxAlert: Enemies/Zirax/Zirax_SfxRandom
  SfxHurt:  Enemies/Zirax/Zirax_SfxHurt
  SfxDeath: Enemies/Zirax/Zirax_SfxDeath
}

{ +Entity Name: AdmiralYadenTeleport, Ref: UCHCommanderMale_STN
  Mesh: Enemies/Protofactor/UCH_AdmiralYaden_STN_Prefab
  MeshDead: Enemies/Protofactor/UCH_AdmiralYaden_STN_Dead_Prefab_dedi
  MaxHealth: 10
  SurfaceCategory: humancivilian     #hit effects  
  ParticleOnDeath: kill_teleport   #change to: teleport effect
  TimeStayAfterDeath: 2        #instant teleport (Remove death collider mesh)
  SfxHurt:   
  SfxDeath:  
}

{ +Entity Name: CommanderMercerSenior, Ref: UCHCommanderMale_STN
  Mesh: Enemies/Protofactor/UCH_Male03_taCur_brd_bld_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_taCur_brd_bld_Dead_Prefab 
  MaxHealth: 150
 # ParticleOnDeath: kill_teleport   #change to: teleport effect
 # TimeStayAfterDeath: 2        #instant teleport (Remove death collider mesh)
 # SfxHurt:   
 # SfxDeath:  
}
{ +Entity Name: MercerJunior, Ref: UCHCommanderMale_STN
  Mesh: Enemies/Protofactor/UCH_Male03_ta_Hc_STN_Prefab 
  MeshDead: Enemies/Protofactor/UCH_Male03_ta_Hc_Dead_Prefab 
  MaxHealth: 150
 # ParticleOnDeath: kill_teleport   #change to: teleport effect
 # TimeStayAfterDeath: 2        #instant teleport (Remove death collider mesh)
 # SfxHurt:   
 # SfxDeath:  
}
#=== OUTDATED / NO LONGER CANON for UCH! ====
# Note: the models below CAN be reactivated by just commenting in "AllowedInSpawners" again. BUT they do neither have new Animation controllers, nor new AI behavior in the background and thus should be discarded.
#=== SOLDIERS ====
{ +Entity Name: TemplateUCH 
  Mesh: Enemies/HumanMilkyway/HumanMWSoldierEliteFemalePrefab
  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierEliteFemaleDeadPrefab
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI     #Enemy: old AI
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #Enemy: Old AI Controller
  EntityType: NPCFighter
  
  SurfaceCategory: human
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
 
  ItemsOnEnterGame: "MeleePlayer,UCHShotgunRifle" 
  
  ViewAngle: 180
  MaxHealth: 700
  XpFactor: 3.5

  LootListOnDeath: 107

  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  TimeStayAfterDeath: 600
  
  #AITask-1: Wander, param1: true    
 # AITask-2: ApproachAttack, param1: EntityPlayer
  #AITarget-1: OnHurt, param1: Player 
  
  
  WanderSpeed: 0.18         #OldAI
  ApproachSpeed: 0.18        #OldAI
  NightWanderSpeed: 0.18    #OldAI
  NightApproachSpeed: 0.18  #OldAI
  PanicSpeed: 0.18           #OldAI
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
 # SfxRandomTime: 150.0     
 # SfxRandom:  
  SfxAlertTime: 100.0       
 # SfxAlert:  
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
# New AI
  { Child MainBehavior
    BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
    Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"       
    Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"       
    Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"       
    Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"     
    Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
#  { Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.8
	SpeedAttack: 1.5
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
  	FireWeaponDurationMultiplier: 1.0
	FireWeaponBlendInTime: 0.5
	# UseMeleeAttack: 0
	# WeaponAtAlert: 100
  }
	
  { Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  { Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  { Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}
{ +Entity Name: UCHSoldierFemale2AssaultRifle, Ref: TemplateUCH   #ELITE; Female = full armour elite
  MaxHealth: 700
  XpFactor: 7
  LootListOnDeath: 101
  Mesh: Enemies/HumanMilkyway/HumanMWSoldierEliteFemalePrefab
  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierEliteFemaleDeadPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxAlertTime: 25.0
  SfxAlert: PlyFemale/FemaleGrunt04
  SfxHurt:  PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
#{ +Entity Name: UCHSoldierMale2AssaultRifle, Ref: TemplateUCH   #ELITE; Male = full armour elites
#  MaxHealth: 700
#  XpFactor: 11.4
#  LootListOnDeath: 101
#  Mesh: Enemies/HumanMilkyway/HumanMWSoldierEliteMalePrefab
#  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierEliteMaleDeadPrefab
#  ItemsOnEnterGame: UCHAssaultRifle #ZiraxAssaultRiflePlayer
#  HeadTransform: Head
#  RightHandJointName: R Weapon
#  
#  Faction: UCH
#  
#  SfxRandomTime: 50.0
#  SfxRandom: Player_Male/MaleThinking02
#  SfxAlertTime: 25.0
#  SfxAlert: Player_Male/MaleGrunt05
#  SfxHurt:  Player_Male/MaleHurt
#  SfxDeath: Player_Male/MaleDeath
#  
#  SurfaceCategory: human
#}
{ +Entity Name: UCHSoldierMale2Shotgun, Ref: TemplateUCH   #Elite; Male = full armour elites
  MaxHealth: 700
  XpFactor: 7
  LootListOnDeath: 101
  Mesh: Enemies/HumanMilkyway/HumanMWSoldierEliteMalePrefab
  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierEliteMaleDeadPrefab
  ItemsOnEnterGame: PrennShotgun
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxAlertTime: 25.0
  SfxAlert: Player_Male/MaleGrunt05
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHSoldierMaleAssaultRifle, Ref: TemplateUCH    
  MaxHealth: 500
  XpFactor: 3.5
  LootListOnDeath: 101
  Mesh: Enemies/HumanMilkyway/HumanMWSoldierMalePrefab
  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierMaleDeadPrefab
  ItemsOnEnterGame: UCHShotgunRifle
  HeadTransform: Head
  RightHandJointName: R Weapon  
  
  Faction: UCH
  
  SfxRandomTime: 50.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxAlertTime: 25.0
  SfxAlert: Player_Male/MaleGrunt05
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
#{ +Entity Name: UCHSoldierMaleShotgun, Ref: TemplateUCH    
#  MaxHealth: 500
#  XpFactor: 3.5
#  LootListOnDeath: 101
#  Mesh: Enemies/HumanMilkyway/HumanMWSoldierMalePrefab
#  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierMaleDeadPrefab
#  ItemsOnEnterGame: UCHAssaultRifle
#  HeadTransform: Head
#  RightHandJointName: R Weapon 
#  
#  Faction: UCH
#  
#  
#  SfxRandomTime: 50.0
#  SfxRandom: Player_Male/MaleThinking02
#  SfxAlertTime: 25.0
#  SfxAlert: Player_Male/MaleGrunt05
#  SfxHurt:  Player_Male/MaleHurt
#  SfxDeath: Player_Male/MaleDeath
#  
#  SurfaceCategory: human
#}
{ +Entity Name: UCHSoldierFemaleShotgun, Ref: TemplateUCH    # StandIN Needs model added
  MaxHealth: 500
  XpFactor: 3.5
  LootListOnDeath: 101
  Mesh: Enemies/HumanMilkyway/HumanMWSoldierFemalePrefab
  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierFemaleDeadPrefab
  ItemsOnEnterGame: UCHShotgunRifle
  HeadTransform: Head
  RightHandJointName: R Weapon 
  
  Faction: UCH  
  
  SfxRandomTime: 50.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxAlertTime: 25.0
  SfxAlert: PlyFemale/FemaleGrunt04
  SfxHurt:  PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  SurfaceCategory: human
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
#{ +Entity Name: UCHSoldierFemaleAssaultRifle, Ref: TemplateUCH    # StandIN Needs model added
#  MaxHealth: 500
#  XpFactor: 3.5
#  LootListOnDeath: 101
#  Mesh: Enemies/HumanMilkyway/HumanMWSoldierFemalePrefab
#  MeshDead: Enemies/HumanMilkyway/HumanMWSoldierFemaleDeadPrefab
#  ItemsOnEnterGame: UCHAssaultRifle
#  HeadTransform: Head
#  RightHandJointName: R Weapon 
#  
#  Faction: UCH  
#  
#  SfxRandomTime: 50.0
#  SfxRandom: PlyFemale/FemaleThinking03
#  SfxAlertTime: 25.0
#  SfxAlert: PlyFemale/FemaleGrunt04
#  SfxHurt:  PlyFemale/FemaleHurt
#  SfxDeath: PlyFemale/FemaleDeath
#  
#  SurfaceCategory: human
#}
#===== Miliatry Personell WALKING===

{ +Entity Name: UCHPilotMaleBlue, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWPilotMaleBluePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false  #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
  
}
{ +Entity Name: UCHPilotFemaleBlue, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWPilotFemaleBluePrefab       #Model
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
  
}

{ +Entity Name: UCHPilotMaleRed, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWPilotMaleRedPrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
  
}
{ +Entity Name: UCHPilotFemaleRed, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWPilotFemaleRedPrefab       #Model
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
  
}
{ +Entity Name: UCHOfficerFemale, Ref: HumanCivilianMale1 #Female    
  Mesh: Enemies/HumanMilkyway/HumanMWOfficerFemalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH  
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHOfficerMale, Ref: HumanCivilianMale1 #Male   
  Mesh: Enemies/HumanMilkyway/HumanMWOfficerMalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHTechnicianFemale, Ref: HumanCivilianMale1   #Female    
  Mesh: Enemies/HumanMilkyway/HumanMWTechnicianFemalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH  
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHTechnicianMale, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWTechnicianMalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}

#=== CIVILIANS WALKING

{ +Entity Name: UCHCivilianFemale1, Ref: HumanCivilianMale1  #Female    
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianFemale1Prefab       #Model
  HeadTransform: Head
  RightHandJointName: R Weapon 
  
  Faction: UCH
  
  SfxRandomTime: 25.0  
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHCivilianFemale2, Ref: HumanCivilianMale1 #Female    
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianFemale2Prefab
  HeadTransform: Head
  
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHCivilianFemale3, Ref: HumanCivilianMale1  #Female    
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianFemale3Prefab       #Model
  HeadTransform: Head
  RightHandJointName: R Weapon 
  
  Faction: UCH
  
  SfxRandomTime: 25.0  
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}

{ +Entity Name: UCHCivilianMale1, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianMale1Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHCivilianMale2, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianMale2Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHCivilianMale3, Ref: HumanCivilianMale1   
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianMale3Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners 
}
##=== CIVILIANS STATIC ====
{ +Entity Name: UCHCivilianFemale1Static, Ref: HumanCivilianMale1Static  #Female  
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianFemale1Prefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHCivilianFemale2Static, Ref: HumanCivilianMale1Static #Female   
  Mesh: Enemies/HumanMilkyway/HumanMWCivilianFemale2Prefab
  HeadTransform: Head
  
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners 
}
{ +Entity Name: UCHPilotMaleStatic, Ref: HumanCivilianMale1Static   
  Mesh: Enemies/HumanMilkyway/HumanMWPilotMaleBluePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHOfficerFemaleStatic, Ref: HumanCivilianMale1Static #Female  
  Mesh: Enemies/HumanMilkyway/HumanMWOfficerFemalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: PlyFemale/FemaleThinking03
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHOfficerMaleStatic, Ref: HumanCivilianMale1Static #Male   
  Mesh: Enemies/HumanMilkyway/HumanMWOfficerMalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHTechnicianFemaleStatic, Ref: HumanCivilianMale1Static   #Female   
  Mesh: Enemies/HumanMilkyway/HumanMWTechnicianFemalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  #SfxRandom: 
  SfxHurt: PlyFemale/FemaleHurt
  SfxDeath: PlyFemale/FemaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
{ +Entity Name: UCHTechnicianMaleStatic, Ref: HumanCivilianMale1Static   
  Mesh: Enemies/HumanMilkyway/HumanMWTechnicianMalePrefab
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: UCH
  
  SfxRandomTime: 25.0
  #SfxRandom: Player_Male/MaleThinking02
  SfxHurt:  Player_Male/MaleHurt
  SfxDeath: Player_Male/MaleDeath
  
  AllowUserInstantiate: false    #turn to true to reactivate
  AllowInSpawners: false       #turnt to true to reactivate; otherwise NPC slot will be empty in spawners
}
#=======================================
#============== TALON ==================
#=======================================

# DEPRECATED BUT REFED

{ +Entity Name: TalonGuardianOld
  
  Faction: Talon
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  EntityType: Animal
  Class: Enemy
  Parent: Enemies    
  IsEnemy: false
  AvatarController: Enemy
  
  
  SurfaceCategory: human

  
  AITask-1: Swim
  AITask-2: ApproachAttack
  AITask-3: ApproachSpot
  AITask-4: Wander

  # AITarget-1: OnHurt, param1: Player
  AITarget-1: Entity, param1: Player
   
  
  Mesh: Enemies/TalonGuardian/TalonGuardianGreenPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianGreenDeadPrefab
  HeadTransform: Bip01_Head

  
  ViewAngle: 270
  Weight: 100
  MaxHealth: 500
  # XpFactor: 2
  XpFactor: 7.6
  HandItem: MeleeTalonGuardian
  RotateToGround: false

  WanderSpeed: 0.1
  ApproachSpeed: 0.9
  NightWanderSpeed: 0.1
  NightApproachSpeed: 1.1
  PanicSpeed: 1.5


  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxHurt:  Enemies/TalonGuardian/TalonGuardian_SfxHurt
  SfxDeath: Enemies/TalonGuardian/TalonGuardian_SfxDeath

  LootListOnDeath: 8

  TimeStayAfterDeath: 120            
  
  FadingEnabled: false     # otherwise problems when switching to dead model 
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: false
}
#====================
# Use CrossbowSentinel/TalonGuardianSentinelRed as guards in/around City ; use TalonGuardian/Blue as walking citizens!
{ +Entity Name: TalonGuardian, Ref: AlienTemplateBAI             # Civilian (armed)
  Mesh: Enemies/TalonGuardian/BAI/TalonGuardianGreenPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianGreenDeadPrefab
  HeadTransform: Bip01_Head
  RightHandJointName: Bip01_R_Hand
  
  Faction: Talon
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  EntityType: NPCFighter
  Parent: Enemies    
  IsEnemy: false
  
  Class: BehaviorAI
  AvatarController: BAIAnimalBase

  
  SurfaceCategory: human
  
  ViewAngle: 270
  Weight: 100
  MaxHealth: 500
  # XpFactor: 2
  XpFactor: 7.6
  RotateToGround: false
  RotateSpeed: 180
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  HandItem: MeleeTalonGuardianBAI

  SfxRandomTime: 50.0
  SfxRandom: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxHurt:  Enemies/TalonGuardian/TalonGuardian_SfxHurt
  SfxDeath: Enemies/TalonGuardian/TalonGuardian_SfxDeath

  LootListOnDeath: 8
  TimeStayAfterDeath: 120     
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh

  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
   
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }
  
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:false
	ScanWater:false
  } 

  { Child VariableOverride
    SpeedCalm: 0.2
    SpeedAlerted: 0.3
	SpeedAttack: 1.0
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 0.3
	FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,HV,SV,CV,PlayerBike,NPCFighter,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike,NPCFighter,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }       
}

{ +Entity Name: TalonGuardianBlue, Ref: TalonGuardian                 # Civilian (armed)
  Mesh: Enemies/TalonGuardian/BAI/TalonGuardianBluePrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianBlueDeadPrefab
}

{ +Entity Name: TalonGuardianRed, Ref: TalonGuardian                  #Soldier (Village)
  Mesh: Enemies/TalonGuardian/BAI/TalonGuardianRedPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
}

{ +Entity Name: TalonGuardianCrossbow, Ref: TalonGuardian             #Soldier Ranged / Patrols
  Mesh: Enemies/TalonGuardian/BAI/TalonGuardianCrossbowPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  
  ItemsOnEnterGame: TalonCrossbowWeapon
  
  { Child Hints
	UseMeleeAttack: 0
  }  
}
#====== Military STATIC / GUARD / Sentinel
# Use Guards in City as range-warriors and symbolic; use TalonGuardian/Blue as walking citizens!

{ +Entity Name: TalonSentinelRed, Ref: TalonGuardianOld        #Village Guard CMD
  Mesh: Enemies/TalonGuardian/TalonGuardianRedPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  AllowInSpawners: true
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""
}
# Sentinel with Crossbow 
{ +Entity Name: TalonSentinelCrossbow, Ref: TalonGuardianOld        #Village Guard Range 
  Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  ItemsOnEnterGame: TalonCrossbowWeapon
  RightHandJointName: Bip01_R_Hand
  AllowInSpawners: true
  
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""
} 

# Obsolete (used in old POIs)
{ Entity Name: TalonSentinel, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  ItemsOnEnterGame: TalonCrossbowWeapon
  RightHandJointName: Bip01_R_Hand
  
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""
  
  AllowUserInstantiate: false
  AllowInSpawners: false
}

#====== Special

{ +Entity Name: TalonChief, Ref: TalonGuardianOld          #Model WAY too tall; Guard 
  Mesh: Enemies/TalonGuardian/TalonChiefPrefab
  MeshDead: Enemies/TalonGuardian/TalonChiefDeadPrefab
  AllowInSpawners: true
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""
  RpFactor: 2
}

#====== CIVILIAN walking

# add TalonGuardianBlue as "civilians"

#====== CIVILIANS Static
{ +Entity Name: TalonCivilianShamanStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/TalonGuardian/BAI/TalonShamanPrefab
  MeshDead: Enemies/TalonGuardian/TalonChiefDeadPrefab
  HeadTransform: Bip01_Head
#  RightHandJointName: Bip01_R_Hand
 # ItemsOnEnterGame: TalonShamaneDrainPower
}



# ==============  DEPRECATED    ==============  

{ +Entity Name: TalonGuardianBlueOld, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianBluePrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianBlueDeadPrefab
}
{ +Entity Name: TalonGuardianRedOld, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianRedPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
}

{ +Entity Name: TalonGuardianCrossbowOld, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  ItemsOnEnterGame: TalonCrossbowWeapon
  RightHandJointName: Bip01_R_Hand
}

#========= Groups (outdated?)
{ +Entity Name: TalonGuardianGroup, Ref: TalonGuardianBlue   #Discontinued ?

  { Child Hints
    LifeCycleWandering: 100
  }
  
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ +Entity Name: TalonGuardianCrossbowGroup, Ref: TalonGuardianCrossbow  #Discontinued ?

  { Child Hints
    LifeCycleWandering: 100
  }

  AllowUserInstantiate: false
  AllowInSpawners: false
}
{ +Entity Name: TalonGuardianLeaderOld, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  ItemsOnEnterGame: TalonCrossbowWeapon
  RightHandJointName: Bip01_R_Hand
  # Mesh: Enemies/TalonGuardian/TalonGuardianRedPrefab
  # MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab

  AITask-1: ApproachAttack
  AITask-2: WanderDistance
  AITask-3: ""

  AITarget-1: Entity, param1: Player

  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ +Entity Name: TalonGuardianGroupOld, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianBluePrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianBlueDeadPrefab

  AITask-1: ApproachAttack
  AITask-2: FollowLeader
  AITask-3: Wander

  AITarget-1: Entity, param1: Player

  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ +Entity Name: TalonGuardianCrossbowGroupOld, Ref: TalonGuardianOld
  Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianRedDeadPrefab
  ItemsOnEnterGame: TalonCrossbowWeapon
  RightHandJointName: Bip01_R_Hand

  AITask-1: ApproachAttack
  AITask-2: FollowLeader
  AITask-3: Wander

  AITarget-1: Entity, param1: Player

  AllowUserInstantiate: false
  AllowInSpawners: false
}


#=== BASE ATTACK ENTITIES ===
{ +Entity Name: TalonGuardianBaseAttack, Ref: TalonGuardianCrossbow
  RpFactor: 0    # no reputation change for base attack entities  
  AllowInSpawners: false
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonGuardianCommands
  }  
}

{ +Entity Name: TalonGuardianShamanBaseAttack, Ref: TalonGuardianBaseAttack
  Mesh: Enemies/TalonGuardian/BAI/TalonShamanPrefab
  MeshDead: Enemies/TalonGuardian/TalonChiefDeadPrefab
  ItemsOnEnterGame: TalonShamaneDrainPower
  HandItem: TalonShamaneDrainPower 
  AllowInSpawners: false
  RotateSpeed: 180
  RotateSpeedMovement: 180

  MapIcon: map_flag
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonShamanCommands
  }
  
}

{ +Entity Name: TalonSpider01, Ref: Spider01   #BASE ATTACK ENTITY
  RotateSpeedMovement: 180
  RpFactor: 0    # no reputation change for base attack entities
  AllowInSpawners: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonBaseAttackMeleeAnimal
  }
  
  { Child Hints
    IsHunting: 100
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 1
  }
}

{ +Entity Name: TalonCrawler, Ref: Crawler  #BASE ATTACK ENTITY
  RotateSpeedMovement: 180
  RpFactor: 0    # no reputation change for base attack entities
  AllowInSpawners: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonBaseAttackMeleeAnimal
  }
    
  { Child Hints
    IsHunting: 100
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 1
  }
}

{ +Entity Name: TalonCaveWormGrey, Ref: CaveWormGrey  #BASE ATTACK ENTITY
  RotateSpeedMovement: 180
  RpFactor: 0    # no reputation change for base attack entities  
  AllowInSpawners: false
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonBaseAttackMeleeAnimal
  }
  
  { Child Hints
    IsHunting: 100
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 1
  }
}

{ +Entity Name: TalonPangolin, Ref: Pangolin  #BASE ATTACK ENTITY
  RotateSpeedMovement: 180
  RpFactor: 0    # no reputation change for base attack entities
  AllowInSpawners: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonBaseAttackMeleeAnimal
  }
  
  { Child Hints
    IsHunting: 100
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 1
  }
}

 

{ +Entity Name: TalonSpider03, Ref: Spider03  #BASE ATTACK ENTITY
  RpFactor: 0    # no reputation change for base attack entities
  AllowInSpawners: false

  LootListOnDeath: 20
  RotateSpeedMovement: 180
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/TalonBaseAttackRangedAnimal
  }
  
  { Child Hints 
    IsHunting: 100
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  { Child StuckSensor
	Use: 1
  }
}


#=======================================
#============== TALON'AR(Talonar)=========
#=======================================

##========= Templates ================= #

{ +Entity Name: TemplateTalonBAI      #BAI
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlackPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBlackDeadPrefab
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI     #Enemy: old AI
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #Enemy: Old AI Controller
  EntityType: NPCFighter
  
  SurfaceCategory: human
  
  HeadTransform: Bip001 Head
  RightHandJointName: R Weapon
  
  Faction: Talon
 
  ItemsOnEnterGame: "MeleePlayer,TalonLaserWeapon" 
  
  ViewAngle: 180
  MaxHealth: 500
  XpFactor: 3.5

  LootListOnDeath: 108

  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  JumpHeight: 0.5
  StepHeight: 0.2
  
  TimeStayAfterDeath: 600 
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxHurt:  Enemies/TalonGuardian/TalonGuardian_SfxHurt
  SfxDeath: Enemies/TalonGuardian/TalonGuardian_SfxDeath
 
  { Child MainBehavior
    BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
    Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"       
    Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"       
    Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"       
    Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"     
    Slot5: "SlotAttackTarget,    Behaviors/Activities/HumanoidBasicAttack"
  }
  
#  {	Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.25
    SpeedAlerted: 1.5
	SpeedAttack: 1.8
  }
  
  { Child Hints
	AttackApproachTarget: 100
	AttackOptimalDistance: 20
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 2.75
  	FireWeaponDurationMultiplier: 2.0
	FireWeaponBlendInTime: 0.5
	# UseMeleeAttack: 0
	# WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}

{ +Entity Name: TemplateTalonCivilianCombatBAI      #BAI
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlackPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBlackDeadPrefab
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI        #required for 'new ai' behavior and related
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #required for 'new ai' behavior and related
  EntityType: NPCFighter   #Set to NPCFighter so it can be detected by hostile enemies (see factions.ecf)
  
  SurfaceCategory: human     #hit effects
  
  HeadTransform: Bip001 Head
  RightHandJointName: R Weapon
  
  Faction: Talon
 
  ItemsOnEnterGame: "MeleePlayer,TalonLaserWeapon" # Melee = slot 1 = required to be set! Do not set only one slot for Crew / CIV / Guards as this might lead to a broken behavior)
  
  ViewAngle: 180
  MaxHealth: 300
  XpFactor: 3.5

  LootListOnDeath: 128

  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.3
  JumpHeight: 0.5
  StepHeight: 0.2
  
  TimeStayAfterDeath: 180 
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxHurt:  Enemies/TalonGuardian/TalonGuardian_SfxHurt
  SfxDeath: Enemies/TalonGuardian/TalonGuardian_SfxDeath
   
  { Child MainBehavior #Use this setup for MOBILE non-combatants that should not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian    
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/RandomWalk"
    Slot2: "SlotTraveling,        Behaviors/Activities/RandomWalk"
    Slot3: "SlotSearchTarget,     Behaviors/Activities/SearchTarget"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HumanoidBasicAttack"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HumanoidBasicAttack"	
  }
  
#  {	Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.16
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 20
	SearchAdvanceTime: 1.0
	SearchWaitTime: 1
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50
	WeaponAtAlert: 100        # >= 50 to draw weapon
	ReturnHome: 0          # Set to 0 to avoid NPC returns to spawnpoint when using MainCivilian behavior tree
	#LifeCycleWandering: 100   # >=50 = Wandering;  <50 = Idle
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 360
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0       #param1 = time in that state; no alert
	AlertLevel2: 40, param1: 2       #
	AlertLevel3: 60, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}
{ +Entity Name: TemplateTalonCivilianFleeBAI, Ref: TemplateTalonCivilianCombatBAI        
    
    { Child MainBehavior #Use this setup for MOBILE non-combatants that should not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/RandomWalk"
    Slot2: "SlotTraveling,        Behaviors/Activities/RandomWalk"
    Slot3: "SlotAttackRanged,     Behaviors/Activities/HerbivoreFlee"	
    Slot4: "SlotSearchTarget,     Behaviors/Activities/HerbivoreFlee"	
    Slot5: "SlotAttackTarget,     Behaviors/Activities/HerbivoreFlee"	
  }
  { Child Hints
	#AttackApproachTarget: 10
	#AttackOptimalDistance: 15
	#SearchAdvanceTime: 1.0
	#SearchWaitTime: 1
	#SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50
	WeaponAtAlert: 0        # >= 50 to draw weapon
	ReturnHome: 0          # Set to 0 to avoid NPC returns to spawnpoint
	#LifeCycleWandering: 100   # >=50 = Wandering;  <50 = Idle
  } 
 
   
}
{ +Entity Name: TemplateTalonCrewCombatBAI, Ref: TemplateTalonCivilianCombatBAI        #Crew that fights back
    { Child MainBehavior   #Use this setup for STATIONARY non-combatants that should not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot2: "SlotTraveling,        Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot3: "SlotSearchTarget,     Behaviors/Activities/SearchTarget"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HumanoidBasicAttack"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HumanoidBasicAttack"	
  }
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
   }
   { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 20
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50; always set to 0 if NPC has only range attack
	WeaponAtAlert: 100        # >= 50 to draw weapon; Set to 100 to let the NPC make use of its weapon (pos 2 on itemsonentergame
	ReturnHome: 100          # Set to 100 to get the NPC to return to its start/spawn location (will be +/- 1m!)
	LifeCycleWandering: 0   # >=50 = Wandering;  <50 = Idle
  }  
   
}
{ +Entity Name: TemplateTalonCrewFleeBAI, Ref: TemplateTalonCivilianCombatBAI        #Crew that flees
    
   { Child MainBehavior #Use this setup for STATIONARY non-combatants that should not have a weapon in hands all the time and flee when attacked / approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot2: "SlotTraveling,        Behaviors/Activities/HumanoidStationary"  #Use HumanoidIdle if 'entity rotation on spot' is wanted
    Slot3: "SlotSearchTarget,     Behaviors/Activities/HerbivoreFlee"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HerbivoreFlee"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HerbivoreFlee"	
  }
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
   }
  { Child Hints
	#AttackApproachTarget: 10
	#AttackOptimalDistance: 15
	#SearchAdvanceTime: 1.0
	#SearchWaitTime: 1
	#SearchRandomDistanceMult: 2.75
  	#FireWeaponDurationMultiplier: 2.0
	#FireWeaponBlendInTime: 0.5
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50; always set to 0 if NPC has only range attack
	WeaponAtAlert: 0        # >= 50 to draw weapon; Set to 0 to deny drawing the weapon
	ReturnHome: 100          # Set to 100 to get the NPC to return to its start/spawn location (will be +/- 1m!)
	LifeCycleWandering: 0   # >=50 = Wandering;  <50 = Idle
  }  
   
}

{ +Entity Name: TemplateTalonGuardBAI, Ref: TemplateTalonCivilianCombatBAI        #Crew that fights back
    { Child MainBehavior   #Use this setup for STATIONARY non-combatants that do or do not have a weapon in hands all the time but shall attack/return fire when being attacked or approached by hostile entities)
    BehaviorName: Behaviors/HiLevelTrees/MainCivilian   
    Slot1: "SlotLifeCycleIdle,    Behaviors/Activities/HumanoidStationary" #HumanoidIdle"  #Use HumanoidStationary if no 'rotation on spot' is wanted
    Slot2: "SlotTraveling,        Behaviors/Activities/HumanoidStationary" #HumanoidIdle"  #Use HumanoidStationary if no 'rotation on spot' is wanted
    Slot3: "SlotSearchTarget,     Behaviors/Activities/SearchTarget"	
    Slot4: "SlotAttackRanged,     Behaviors/Activities/HumanoidBasicAttack"	
    Slot5: "SlotAttackMelee,     Behaviors/Activities/HumanoidBasicAttack"	
  }
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0.4
    SpeedAttack: 0.8
    SpeedFlee: 1
   }
   { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 20
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
	FireWeaponBlendInTime: 0.5
	FireWeaponDurationMultiplier: 1.0
	UseMeleeAttack: 0         #Range attack: <50; Melee attack >= 50; always set to 0 if NPC has only range attack
	WeaponAtAlert: 100        # >= 50 to draw weapon; Set to 100 to let the NPC make use of its weapon (pos 2 on itemsonentergame
	ReturnHome: 100          # Set to 100 to get the NPC to return to its start/spawn location (will be +/- 1m!)
	LifeCycleWandering: 0   # >=50 = Wandering;  <50 = Idle
  }  
   
}

## =========== Military ============== #

{ +Entity Name: TalonAdvancedGold, Ref: TemplateTalonBAI      #Commander
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGoldPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGoldDeadPrefab   
  ItemsOnEnterGame: "TalonLaserWeapon,TalonLaserWeapon"   
  MaxHealth: 700
  XpFactor: 7
  LootListOnDeath: 124
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: TalonAdvancedBlack, Ref: TemplateTalonBAI      #Soldier Assault
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlackPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBlackDeadPrefab   
  ItemsOnEnterGame: "TalonLaserWeapon,TalonLaserWeapon"   
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 122
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: TalonAdvancedBrown, Ref: TemplateTalonBAI     #Soldier Rocket
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBrownPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBrownDeadPrefab  
  ItemsOnEnterGame: "TalonPulseCannon,TalonPulseCannon"   
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 123
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
 

#============== Guards =======================
## Anim: Statationary; securing the area
## Props: Armed / will attack enemies

{ +Entity Name: TalonAdvancedBlackGuard, Ref: TemplateTalonGuardBAI  #BAIbseRifle
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlackPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBlackDeadPrefab  
  ItemsOnEnterGame: "TalonLaserWeapon,TalonLaserWeapon"   #double slotted to have the Guard present the weapon on idle state   
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 122 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
#================ Officials & Crew =====================
## Anim: Statationary; laid-back gestures
## Props: Armed / will attack enemies
 
{ +Entity Name: TalonAdvancedWhiteSTN, Ref: TemplateTalonCrewCombatBAI     #Scientists / Medics;  Have helmet on; CrewMlSTNpistol 
  Mesh: Enemies/TalonAdvanced/TalonAdvancedWhiteSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedWhiteDeadPrefab 
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 300
  XpFactor: 3
  LootListOnDeath: 125 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: TalonAdvancedPurpleSTN, Ref: TemplateTalonCrewCombatBAI      #Bureaucrats / minister / council members; BAICmdFemSTNpistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedPurpleSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedPurpleDeadPrefab
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 500
  XpFactor: 5
  LootListOnDeath: 126 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: TalonAdvancedGoldSTN, Ref: TemplateTalonCrewCombatBAI      #Leader / Commander; BAIcmdMlSTNpistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGoldSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGoldDeadPrefab
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 1000
  XpFactor: 10
  LootListOnDeath: 127 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
## ============== Civilians Walking ======================
## Anim: Idle walk; Base Pistol
## Props: Armed / will attack enemies 

{ +Entity Name: TalonAdvancedBlue, Ref: TemplateTalonCivilianCombatBAI
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBluePrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBlueDeadPrefab 
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 150
  XpFactor: 1
  LootListOnDeath: 128 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: TalonAdvancedCyan, Ref: TalonAdvancedBlue
  Mesh: Enemies/TalonAdvanced/TalonAdvancedCyanPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedCyanDeadPrefab 
}
{ +Entity Name: TalonAdvancedGreen, Ref: TalonAdvancedBlue
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGreenPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGreenDeadPrefab 
}
{ +Entity Name: TalonAdvancedYellow, Ref: TalonAdvancedBlue
  Mesh: Enemies/TalonAdvanced/TalonAdvancedYellowPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedYellowDeadPrefab 
}
{ +Entity Name: TalonAdvancedOrange, Ref: TalonAdvancedBlue
  Mesh: Enemies/TalonAdvanced/TalonAdvancedOrangePrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedOrangeDeadPrefab 
}
{ +Entity Name: TalonAdvancedRed, Ref: TalonAdvancedBlue
  Mesh: Enemies/TalonAdvanced/TalonAdvancedRedPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedRedDeadPrefab 
} 

## ============== Civilians Static ======================
## Anim: Arguing/Discussing; STN Civ male/female Pistol
## Props: Armed / will attack enemies

{ +Entity Name: TalonAdvancedBlueSTN, Ref: TemplateTalonCrewCombatBAI      #STNfmPistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlueSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedBlueDeadPrefab
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 150
  XpFactor: 1
  LootListOnDeath: 128 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: TalonAdvancedCyanSTN, Ref: TalonAdvancedBlueSTN      #STNfmPistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedCyanSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedCyanDeadPrefab 
}
{ +Entity Name: TalonAdvancedGreenSTN, Ref: TalonAdvancedBlueSTN      #STNfmPistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGreenSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGreenDeadPrefab 
}
{ +Entity Name: TalonAdvancedYellowSTN, Ref: TalonAdvancedBlueSTN      #STNmlPistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedYellowSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedYellowDeadPrefab 
}
{ +Entity Name: TalonAdvancedOrangeSTN, Ref: TalonAdvancedBlueSTN      #STNmlPistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedOrangeSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedOrangeDeadPrefab 
}
{ +Entity Name: TalonAdvancedRedSTN, Ref: TalonAdvancedBlueSTN      #STNmlPistol
  Mesh: Enemies/TalonAdvanced/TalonAdvancedRedSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedRedDeadPrefab 
} 

#== TRADER
{ +Entity Name: TalonAdvancedTrader, Ref: TraderTemplate  
  Mesh: Enemies/TalonAdvanced/TalonAdvancedTraderPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedTraderDeadPrefab 
  HeadTransform: Bip001 Head
  RightHandJointName: R Weapon
  ItemsOnEnterGame: "MeleePlayer, TalonLaserPistol" 
  
  SurfaceCategory: human
  LootListOnDeath: 129
  Faction: Talon
  
  AllowUserInstantiate: true
  AllowInSpawners: true   
  FadingEnabled: false
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/TalonGuardian/TalonGuardian_SfxRandom
  SfxHurt:  Enemies/TalonGuardian/TalonGuardian_SfxHurt
  SfxDeath: Enemies/TalonGuardian/TalonGuardian_SfxDeath
}

## ============== SPECIAL ==================


{ +Entity Name: TalonAdvancedHologramGreen, Ref: TemplateTalonCivilianFleeBAI   #running away, not fighting      
  Mesh: Enemies/TalonAdvanced/TalonAdvanced_Hologram_GreenPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvanced_Hologram_GreenPrefab_dedi 
  MaxHealth: 150
  ItemsOnEnterGame: "MeleePlayer,MeleePlayer"   
  SurfaceCategory: shield     #hit effects  
  ParticleOnDeath: kill_teleport   #change to: explosion effect
  TimeStayAfterDeath: 2        #instant teleport (Remove death collider mesh)
  SfxHurt:   
  SfxDeath:  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}


## ============== STORY NPC ======================
## Anim: STN
## Props: Armed / will attack enemies

{ +Entity Name: TharkanSTN, Ref: TemplateTalonCrewCombatBAI      #Leader / Commander; BAIcmdMlSTNpistol
  Mesh: Enemies/TalonAdvanced/TalonAdvanced2GoldSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGoldDeadPrefab
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 1000
  XpFactor: 10
  LootListOnDeath: 127 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

{ +Entity Name: CouncilMemberSTN, Ref: TemplateTalonCrewCombatBAI      #Bureaucrats / minister / council members; BAICmdFemSTNpistol
  Mesh: Enemies/TalonAdvanced/TalonAdvanced2PurpleSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedPurpleDeadPrefab
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 300
  XpFactor: 5
  LootListOnDeath: 126 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: TashAkiTalenSTN, Ref: TemplateTalonCrewCombatBAI     #Scientists / Medics;  Have helmet on; CrewMlSTNpistol 
  Mesh: Enemies/TalonAdvanced/TalonAdvanced2WhiteSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvanced2WhiteDeadPrefab 
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  MaxHealth: 300
  XpFactor: 3
  LootListOnDeath: 125 
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
{ +Entity Name: LegacyAvatarTeleportSTN, Ref: TemplateTalonCrewFleeBAI      #NoWeapons #STNCrewMale
  Mesh: Enemies/TalonAdvanced/TalonAdvanced_Hologram_GreenSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvanced_Hologram_GreenSTNPrefab_dedi 
  MaxHealth: 10
  ItemsOnEnterGame: "MeleePlayer,MeleePlayer"
  SurfaceCategory: shield     #hit effects  
  ParticleOnDeath: kill_teleport   
  TimeStayAfterDeath: 2        #instant teleport (Remove death collider mesh)
  SfxHurt:   
  SfxDeath:  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}
 
{ +Entity Name: LegacyAvatarTeleportFightSTN, Ref: TemplateTalonCrewCombatBAI      #STNCrewMale
  Mesh: Enemies/TalonAdvanced/TalonAdvanced_Hologram_GreenSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvanced_Hologram_GreenSTNPrefab_dedi 
  MaxHealth: 700
  ItemsOnEnterGame: "MeleePlayer,TalonLaserPistol"   
  SurfaceCategory: shield     #hit effects  
  ParticleOnDeath: kill_ExplosionGreenBright   
  TimeStayAfterDeath: 2        #instant removal (Remove death collider mesh)
  SfxHurt:   
  SfxDeath:  
  AllowUserInstantiate: true
  AllowInSpawners: true  
}

##============== OUTDATED - Do not use // will be deleted after public update! ================
#=== CIVILIANS WALKING

{ +Entity Name: TalonCivilianAdvancedGreen, Ref: AlienCivilian1
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGreenPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGreenDeadPrefab 
  HeadTransform: Bip001 Head
 # RightHandJointName: R Weapon
 # ItemsOnEnterGame: ZiraxMinigunWeapon 
  AllowUserInstantiate: false
  AllowInSpawners: false  
}
{ +Entity Name: TalonCivilianAdvancedRed, Ref: AlienCivilian1
  Mesh: Enemies/TalonAdvanced/TalonAdvancedRedPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedRedDeadPrefab 
  HeadTransform: Bip001 Head
#  RightHandJointName: R Weapon
 # ItemsOnEnterGame: ZiraxMinigunWeapon
  AllowUserInstantiate: false
  AllowInSpawners: false  
}

#=== CIVILIANS Static

{ +Entity Name: TalonCivilianAdvancedGreenStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGreenSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedGreenDeadPrefab 
  HeadTransform: Bip001 Head
 # RightHandJointName: R Weapon
 # ItemsOnEnterGame: ZiraxMinigunWeapon
  AllowUserInstantiate: false
  AllowInSpawners: false  
}
{ +Entity Name: TalonCivilianAdvancedRedStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/TalonAdvanced/TalonAdvancedRedSTNPrefab
  MeshDead: Enemies/TalonAdvanced/TalonAdvancedRedDeadPrefab 
  HeadTransform: Bip001 Head
#  RightHandJointName: R Weapon
 # ItemsOnEnterGame: ZiraxMinigunWeapon
  AllowUserInstantiate: false
  AllowInSpawners: false  
}

#==================================================
#============== Farr (Brotherhood of Farr) ==================
#==================================================
# The Brotherhood has no "own" military, but the BoF members are armed and will defend or attack when threatened!
# Ranks: Novice, Brother, Elder, (Advisor), Guardian, Master, Grandmaster, Preceptor, Archprophet, The All Seeing Eye

#== Farr Template  
{ +Entity Name: TemplateFarr 
  Mesh: Enemies/Farr/FarrMalePrimePrefab  
  MeshDead: Enemies/Farr/FarrMalePrimeDeadPrefab  
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI     #Enemy: old AI
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #Enemy: Old AI Controller
  EntityType: NPCFighter
  
  SurfaceCategory: alien
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: Farr
 
  ItemsOnEnterGame: FarrBlaster 
  # HandItem: FarrBlaster
  
  ViewAngle: 180
  MaxHealth: 500
  XpFactor: 3.5

  LootListOnDeath: 107

  RotateToGround: false
  RotateSpeed: 60
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  JumpHeight: 0
  StepHeight: 0.25
  
  TimeStayAfterDeath: 600
  
  #AITask-1: Wander, param1: true    
 # AITask-2: ApproachAttack, param1: EntityPlayer
  #AITarget-1: OnHurt, param1: Player 
  
  
  WanderSpeed: 0.18         #OldAI
  ApproachSpeed: 0.18        #OldAI
  NightWanderSpeed: 0.18    #OldAI
  NightApproachSpeed: 0.18  #OldAI
  PanicSpeed: 0.18           #OldAI
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
  SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath  
  
# New AI
  { Child MainBehavior
    BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
    Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"       
    Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"       
    Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"       
    Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"     
    Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
#  {	Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.15
    SpeedAlerted: 0.3
	SpeedAttack: 0.3
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 1.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 0.5
  	FireWeaponDurationMultiplier: 1.0
	FireWeaponBlendInTime: 0.5
	#UseMeleeAttack: 0
	#WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}

#=== SOLDIERS ====
#=== Miliatry Personell WALKING  ====
#=== CIVILIANS WALKING ====

{ +Entity Name: FARRPrime, Ref: TemplateFarr           # Boss
  Mesh: Enemies/Farr/FarrMalePrimePrefab  
  MeshDead: Enemies/Farr/FarrMalePrimeDeadPrefab
  MaxHealth: 700
  XpFactor: 7 
 # HeadTransform: Head
 # RightHandJointName: R Weapon
 
  AllowUserInstantiate: true
  AllowInSpawners: true
  
 # Faction: Farr
  
 # SfxRandomTime: 150.0     
 # SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
 # SfxAlertTime: 100.0       
  #SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  #SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
 # SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath
}
 
{ +Entity Name: FARRMale1, Ref: TemplateFarr
  Mesh: Enemies/Farr/FarrMale1Prefab  
  MeshDead: Enemies/Farr/FarrMale1DeadPrefab   
  MaxHealth: 500
  XpFactor: 7 
  AllowUserInstantiate: true
  AllowInSpawners: true
}

{ +Entity Name: FARRMale2, Ref: TemplateFarr
  Mesh: Enemies/Farr/FarrMale2Prefab  
  MeshDead: Enemies/Farr/FarrMale2DeadPrefab   
  MaxHealth: 500
  XpFactor: 7 
  AllowUserInstantiate: true
  AllowInSpawners: true
}

{ +Entity Name: FARRMale3, Ref: TemplateFarr
  Mesh: Enemies/Farr/FarrMale3Prefab  
  MeshDead: Enemies/Farr/FarrMale3DeadPrefab   
  MaxHealth: 500
  XpFactor: 7 
  AllowUserInstantiate: true
  AllowInSpawners: true
}

{ +Entity Name: FARRMale4, Ref: TemplateFarr
  Mesh: Enemies/Farr/FarrMale4Prefab  
  MeshDead: Enemies/Farr/FarrMale4DeadPrefab   
  MaxHealth: 500
  XpFactor: 7 
  AllowUserInstantiate: true
  AllowInSpawners: true
}

# ===== SENTINEL =====

{ +Entity Name: FARRMale2Guard            #Guard functionality; non BAI
  Mesh: Enemies/Farr/FarrMale2GuardPrefab  
  MeshDead: Enemies/Farr/FarrMale2GuardDeadPrefab   
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: Enemy
  Parent: Traders    
  IsEnemy: false
  AvatarController: Enemy  
  EntityType: NPCFighter 
  
  SurfaceCategory: alien
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  Faction: Farr
  
  ItemsOnEnterGame: FarrBlaster 
  
  ViewAngle: 180
  MaxHealth: 500
  XpFactor: 3.5

  LootListOnDeath: 107
  
  RotateToGround: false
  RotateSpeed: 60
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  JumpHeight: 0
  StepHeight: 0.25

#= Non-BAI Settings for AI Behavior ====
#= Movement
  WanderSpeed: 0.18        
  ApproachSpeed: 0.18        
  NightWanderSpeed: 0.18    
  NightApproachSpeed: 0.18  
  PanicSpeed: 0.18           
  
  TimeStayAfterDeath: 600

#= AITasks: Attack, return to spot
  AITask-1: ApproachAttack
  AITask-2: ApproachSpot
  AITask-3: ReturnHome
  AITask-4: ""

#= AI Targets (when Attack is set as a Task; Target priority given) 
  AITarget-1: Entity, param1: Player, param2: true  # includes seated on bike and in HV,SV,CV
  AITarget-2: Entity, param1: NPCFighter
  AITarget-3: Entity, param1: Cyborg
  AITarget-4: Entity, param1: EnemyDrone
  AITarget-5: Entity, param1: TroopTransport
  AITarget-6: Entity, param1: Animal
  AITarget-7: Entity, param1: Civilian
  AITarget-8: Entity, param1: Trader

  Weight: 100  
  PoolCount: 10  
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: true
  AllowInSpawners: true   
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/AlienCivilian/AlienCivilian_SfxRandom
  SfxHurt:  Enemies/AlienCivilian/AlienCivilian_SfxHurt
  SfxDeath: Enemies/AlienCivilian/AlienCivilian_SfxDeath  
}
#===== Trader
{ +Entity Name: TraderFarr
  Mesh: Enemies/Traders/FarrTraderPrefab    #Enemies/Farr/FarrTraderPrefab  
  MeshDead: Enemies/Traders/FarrMale1DeadPrefab   
  ModelType: NoRagdoll
  Prefab: AlienTrader
  Class: TraderNPC
  Parent: Traders
  IsEnemy: false
  AvatarController: Enemy
  EntityType: Trader

  SurfaceCategory: alien
  HeadTransform: Head
  RightHandJointName: R Weapon

  Faction: Farr

  ItemsOnEnterGame: "MeleePlayer,FarrBlaster"

  ViewAngle: 180
  MaxHealth: 100
  XpFactor: 0.5

  LootListOnDeath: 107

  RotateToGround: false
  RotateSpeed: 60
  RotateSpeedMovement: 180    
  MotionAnimationSpeedMultiplier: 1.0

  WanderSpeed: 0.18
  ApproachSpeed: 0.4
  NightWanderSpeed: 0.18
  NightApproachSpeed: 0.4
  PanicSpeed: 0.9

  TimeStayAfterDeath: 600

  AITask-1: TraderTalksTo
  #AITask-2: ""
  #AITask-3: ""
  #AITask-4: "" 
  #AITarget-1: ""

  Weight: 100
  #PoolCount: 10
  FadingEnabled: false
  UpdateClusterInfo: true
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  SfxRandomTime: 150.0     
  SfxRandom: Enemies/Trader/Trader_SfxRandom
  SfxAlertTime: 100.0       
  SfxAlert: Enemies/Trader/Trader_SfxRandom
  SfxHurt: Enemies/Trader/Trader_SfxHurt
  SfxDeath: Enemies/Trader/Trader_SfxDeath  
}
#=======================================
#============== KRIEL ==================
#=======================================
{ +Entity Name: Hexapod, Ref: PredatorTemplate
  Mesh: Enemies/Hexapod/HexapodPrefab
  MeshDead: Enemies/Hexapod/HexapodDeadPrefab
  HeadTransform: Head
  
  Prefab: AlienHumanoid
  
  Faction: Kriel
  
  ViewAngle: 180
  MaxHealth: 700
  # XpFactor: 1.2
  XpFactor: 6
  HandItem: MeleeHexapod
  RotateToGround: false

  WanderSpeed: 0.4
  ApproachSpeed: 1.2
  NightWanderSpeed: 0.7
  NightApproachSpeed: 1.5
  PanicSpeed: 1.3

  
  SurfaceCategory: human
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Hexapod_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/Hexapod_SfxRandom
  SfxHurt:  Enemies/Hexapod_SfxHurt
  SfxDeath: Enemies/Hexapod_SfxDeath
  
  LootListOnDeath: 29

  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
}
{ +Entity Name: AlienAssassinGrey, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienAssassin/AlienAssassinGreyPrefab
  MeshDead: Enemies/AlienAssassin/AlienAssassinDeadPrefab
  # HeadTransform: Base HumanHead
  HeadTransform: Head
  
  Faction: Kriel
  Prefab: AlienHumanoid

  ViewAngle: 180
  MaxHealth: 700
  XpFactor: 6

  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.15
  HandItem: MeleeAssassin
  
#  ViewAngle: 180
#  WanderSpeed: 0.25
#  ApproachSpeed: 1
#  NightWanderSpeed: 0.4
#  NightApproachSpeed: 1.2
#  PanicSpeed: 1.0
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienAssassin/AlienAssassin_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienAssassin/AlienAssassin_SfxRandom
  SfxHurt:  Enemies/AlienAssassin/AlienAssassin_SfxHurt
  SfxDeath: Enemies/AlienAssassin/AlienAssassin_SfxDeath
  
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  LootListOnDeath: 29
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.4
    SpeedAlerted: 2.0
    SpeedAttack: 2.8
	SpeedFlee: 3.5
	MeleeAttackDistance: 2.25
	MinimalDistanceToTarget: 1.2
  }   
  
  { Child Hints
	BasicAttackStances: 1.0
  }
  
  {	Child VisionSensor
	VisibleDistance: 65
	ViewAngle: 200
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike,NPCFighter"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }     
  AllowUserInstantiate: true
  AllowInSpawners: true

}

{ +Entity Name: AlienAssassinRed, Ref: AlienAssassinGrey
  Mesh: Enemies/AlienAssassin/AlienAssassinRedPrefab
  MeshDead: Enemies/AlienAssassin/AlienAssassinDeadPrefab
  # HeadTransform: Base HumanHead
  HeadTransform: Head
  
  Faction: Kriel
  Prefab: AlienHumanoid
#  WanderSpeed: 0.4
#  ApproachSpeed: 1
#  NightWanderSpeed: 0.4
#  NightApproachSpeed: 1
#  PanicSpeed: 1.0
  
  
  SfxRandomTime: 50.0     
  SfxRandom: Enemies/AlienAssassin/AlienAssassin_SfxRandom
  SfxAlertTime: 25.0      
  SfxAlert: Enemies/AlienAssassin/AlienAssassin_SfxRandom
  SfxHurt:  Enemies/AlienAssassin/AlienAssassin_SfxHurt
  SfxDeath: Enemies/AlienAssassin/AlienAssassin_SfxDeath
  
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
}
#=======================================
#============== TRESARI ==================
#=======================================
#== Tresari Template  
{ +Entity Name: TemplateTRESARI 
  Mesh: Enemies/Tresari/Protofactor_Formiops_Default_Prefab     #main model for all variants
 # MeshDead: Enemies/Tresari/Protofactor_Formiops_DeadPrefab
  
  ModelType: NoRagdoll
  Prefab: AlienHumanoid
  Class: BehaviorAI     #Enemy: old AI
  Parent: Enemies
  IsEnemy: true
  AvatarController: BAIAnimalBase   #Enemy: Old AI Controller
  EntityType: NPCFighter
  
  SurfaceCategory: human
  HeadTransform: Humanoid_ Head     #Protofactor 
  RightHandJointName: Humanoid_ R Hand   #Protofactor male
  
  Faction: Tresari
 
 # ItemsOnEnterGame: ArkenianShotgun
 # HandItem: ArkenianShotgun
  
  ViewAngle: 180
  MaxHealth: 500
  XpFactor: 3.5

  LootListOnDeath: 107

  RotateToGround: false
  RotateSpeed: 150
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.0
  
  TimeStayAfterDeath: 600
  
  #AITask-1: Wander, param1: true    
 # AITask-2: ApproachAttack, param1: EntityPlayer
  #AITarget-1: OnHurt, param1: Player 
  
  
  WanderSpeed: 0.18         #OldAI
  ApproachSpeed: 0.18        #OldAI
  NightWanderSpeed: 0.18    #OldAI
  NightApproachSpeed: 0.18  #OldAI
  PanicSpeed: 0.18           #OldAI
  JumpHeight: 0.5
  StepHeight: 0.25
  
  Weight: 100  
  PoolCount: 10 
  FadingEnabled: false
  UpdateClusterInfo: true 
  AllowUserInstantiate: false
  AllowInSpawners: false  
  # ParticleOnDeath: blood_death   #red splash; mixes with surfacecategory
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/CaveWorm/CritterSFX-Long_2
  SfxAlertTime: 25.0
  SfxAlert: Enemies/CaveWorm/CritterSFX-Short
  SfxHurt: Enemies/CaveWorm/hurt
  SfxDeath: Enemies/CaveWorm/CritterSFX-Long
  
# New AI
  { Child MainBehavior
    BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
    Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"       
    Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"       
    Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"       
    Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"     
    Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
#  {	Child GroupDirectionSensor
#	TickIfLead: true
#	TimeBetweeenTicks: 0.2
#	ScanElevation:false
#	ScanWater:false
#  } 

  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.8
	SpeedAttack: 1.5
  }
  
  { Child Hints
	AttackApproachTarget: 0
	AttackOptimalDistance: 40
	SearchAdvanceTime: 2.0
	SearchWaitTime: 3
	SearchRandomDistanceMult: 1
  	FireWeaponDurationMultiplier: 1.0
	FireWeaponBlendInTime: 0.5
	#UseMeleeAttack: 0
	#WeaponAtAlert: 100
  }
	
  {	Child VisionSensor
	VisibleDistance: 80
	ViewAngle: 110
	VisibleTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }    
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,SV,CV,Animal,Civilian,Cyborg,NPCFighter,Trader,EnemyDrone"
  }
  
  { Child StuckSensor
	Use: 0
  }
  
  {	Child AlertSensor
	AlertLevel1: 10, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }  
}

# SOLDIERS

{ +Entity Name: TresariGreen, Ref: TemplateTRESARI 
  Mesh: Enemies/Tresari/Protofactor_Formiops_Green_Prefab
  MeshDead: Enemies/Tresari/Protofactor_Formiops_Green_DeadPrefab   
  ItemsOnEnterGame: ArkenianShotgun    #Replace with own gun
  
  AllowUserInstantiate: true
  AllowInSpawners: true  

  MaxHealth: 500
  XpFactor: 5.1
}
{ +Entity Name: TresariBrown, Ref: TemplateTRESARI 
  Mesh: Enemies/Tresari/Protofactor_Formiops_Brown_Prefab
  MeshDead: Enemies/Tresari/Protofactor_Formiops_Brown_DeadPrefab   
  ItemsOnEnterGame: ArkenianShotgun    #Replace with own gun
  
  AllowUserInstantiate: true
  AllowInSpawners: true  

  MaxHealth: 500
  XpFactor: 5.1
}
{ +Entity Name: TresariBlue, Ref: TemplateTRESARI 
  Mesh: Enemies/Tresari/Protofactor_Formiops_Blue_Prefab
  MeshDead: Enemies/Tresari/Protofactor_Formiops_Blue_DeadPrefab   
  ItemsOnEnterGame: ArkenianShotgun    #Replace with own gun
  
  AllowUserInstantiate: true
  AllowInSpawners: true  

  MaxHealth: 500
  XpFactor: 5.1
}
{ +Entity Name: TresariPurple, Ref: TemplateTRESARI 
  Mesh: Enemies/Tresari/Protofactor_Formiops_Purple_Prefab
  MeshDead: Enemies/Tresari/Protofactor_Formiops_Purple_DeadPrefab   
  ItemsOnEnterGame: ArkenianShotgun    #Replace with own gun
  
  AllowUserInstantiate: true
  AllowInSpawners: true  

  MaxHealth: 500
  XpFactor: 5.1
}


#Fallback. Delete Soon
{ +Entity Name: Tresari, Ref: TemplateTRESARI 
  Mesh: Enemies/Tresari/Protofactor_Formiops_Green_Prefab
  MeshDead: Enemies/Tresari/Protofactor_Formiops_DeadPrefab   
  ItemsOnEnterGame: ArkenianShotgun    #Replace with own gun

  MaxHealth: 500
  XpFactor: 5.1
}


#=======================================
#============== KARANA ==================
#=======================================
{ +Entity Name: Karana, Ref: CaveWormGrey
  Faction: Alien
  LootListOnDeath: 20
  Mesh: Enemies/CaveCrawler/CaveCrawlerWhitePrefab
  MeshDead: Enemies/CaveCrawler/CaveCrawlerWhiteDeadPrefab 

  MaxHealth: 500
  XpFactor: 5.1
}

#=======================================
#============== HISHKAL ================
#=======================================
{ +Entity Name: GolemDesert    #Hishkal (Desert)
  Mesh: Enemies/Shell/ShellPrefab
  MeshDead: Enemies/Shell/ShellDeadPrefab
  HeadTransform: Head_M
  
  Faction: Hishkal
  LootListOnDeath: 27
  MaxHealth: 800 
  XpFactor: 10
  
  HandItem: MeleeShell
  
  ModelType: NoRagdoll
  Prefab: AlienLarge
  Class: BehaviorAI
  AvatarController: BAIAnimalBase
  Parent: Enemies
  IsEnemy: true
  EntityType: NPCFighter
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: true
  PoolCount: 10
  AllowInSpawners: true
 
  SurfaceCategory: stone  #Effect when hit
  RotateToGround: false
  
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.5 
  TimeStayAfterDeath: 120            
  FadingEnabled: false     # otherwise problems when switching to dead model 

  SfxAnimationEvent0: Enemies/GolemDesert/GolemDesert_SfxRandom # roar 
  SfxRandomTime: 50.0
  SfxRandom: Enemies/GolemDesert/GolemDesert_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/GolemDesert/GolemDesert_SfxRandom
  SfxHurt: Enemies/GolemDesert/GolemDesert_SfxHurt
  SfxDeath: Enemies/GolemDesert/GolemDesert_SfxDeath 
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.8
    SpeedAttack: 1.0
	SpeedFlee: 1.0
	MeleeAttackDistance: 2.8       
	MinimalDistanceToTarget: 1.2   
  }
  { Child Hints
	AttackRoarBeforeAttack: 10
  }
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 270
	VisibleTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
  }
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:2 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:15
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}
{ +Entity Name: GolemIce, Ref: GolemDesert    #Hishkal (Snow)
  Mesh: Enemies/Shell/ShellIcePrefab
  MeshDead: Enemies/Shell/ShellIceDeadPrefab
  
  LootListOnDeath: 6
}
{ +Entity Name: GolemSwamp, Ref: GolemDesert   #Hishkal (Swamp)
  Mesh: Enemies/Shell/ShellSwampPrefab
  MeshDead: Enemies/Shell/ShellSwampDeadPrefab
  
  LootListOnDeath: 5
}
{ +Entity Name: HishkalElderIceStatic  #Hishkal Elder (Snow)
  Mesh: Enemies/Hishkal/HishkalElderIcePrefab
  MeshDead: Enemies/Shell/ShellIceDeadPrefab
  
  HeadTransform: Head_M
  
  Faction: Hishkal
  LootListOnDeath: 6
  MaxHealth: 2000 
  XpFactor: 10
  
  HandItem: MeleeShell
  
  ModelType: NoRagdoll
  Prefab: AlienLarge
  Class: BehaviorAI
  AvatarController: BAIAnimalBase
  Parent: Enemies
  IsEnemy: true
  EntityType: NPCFighter
  
  UpdateClusterInfo: true    
  AllowUserInstantiate: true
  PoolCount: 10
  AllowInSpawners: true
 
  SurfaceCategory: stone  #Effect when hit
  RotateToGround: false
  
  RotateSpeedMovement: 0
  MotionAnimationSpeedMultiplier: 1.5 
  TimeStayAfterDeath: 120            
  FadingEnabled: false     # otherwise problems when switching to dead model 

  SfxAnimationEvent0: Enemies/GolemDesert/GolemDesert_SfxRandom # roar  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/GolemDesert/GolemDesert_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/GolemDesert/GolemDesert_SfxRandom
  SfxHurt: Enemies/GolemDesert/GolemDesert_SfxHurt
  SfxDeath: Enemies/GolemDesert/GolemDesert_SfxDeath 
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }  
  { Child VariableOverride
    SpeedCalm: 0
    SpeedAlerted: 0
    SpeedAttack: 0
	#SpeedFlee: 1.0
	#MeleeAttackDistance: 2.8       
	#MinimalDistanceToTarget: 1.2   
  }
  { Child Hints
	AttackRoarBeforeAttack: 10
  }
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 270
	VisibleTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
  
  {	Child TargetSensor
    AttackableTypes: "Player,PlayerBike,HV,Animal,Civilian,Cyborg,NPCFighter,Trader"
  }
  {	Child GroupDirectionSensor
	TickIfLead: true
	TimeBetweeenTicks: 0.2
	ScanElevation:true
	ScanWater:true
  }
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 30, param1: 2
	AlertLevel3: 40, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:2 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:15
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}
#=======================================
#============== N'TY ================
#=======================================
{ +Entity Name: NTY, Ref: AlienTemplateBAI
  Mesh: Enemies/ArmoredGolem/ArmoredGolemPrefab
  MeshDead: Enemies/ArmoredGolem/ArmoredGolemDeadPrefab
  # HeadTransform: ArmoredGolemHead
  HeadTransform: Head
  
  Prefab: AlienLarge
    
  Faction: NTY  

    
  MaxHealth: 3500
  XpFactor: 21
  HandItem: MeleeArmoredGolem
  RotateToGround: false
  RotateSpeed: 60
  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 2.0

  
  SurfaceCategory: metal
  ParticleOnDeath: drone_explosion
  Material: metalhard

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/ArmoredGolem/ArmoredGolem_SfxRandom

  SfxHurt: Enemies/ArmoredGolem/ArmoredGolem_SfxHurt
  SfxDeath: Enemies/ArmoredGolem/ArmoredGolem_SfxDeath

  LootListOnDeath: 86
  FadingEnabled: false
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.75
    SpeedAttack: 1.5
	SpeedFlee: 0.5
	MeleeAttackDistance: 3.0 
	MinimalDistanceToTarget: 1	# if closer then this, it will go a bit further, essentially the player is too close for the attack
  }  
  
  { Child Hints
	AttackRoarBeforeAttack: 0
  }  
  
  {	Child VisionSensor
	VisibleDistance: 60
	ViewAngle: 270
	VisibleTypes: "Player,HV,SV,CV,PlayerBike,NPCFighter,EnemyDrone"
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike,NPCFighter,EnemyDrone"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 40, param1: 2
	AlertLevel3: 60, param1: 50
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:10 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:15
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.5
  }     
  
}

#=======================================
#============== THE LEGACY =============
#======================================= 

{ +Entity Name: HexapodInfected, Ref: Hexapod
  Mesh: Enemies/Hexapod/HexapodInfectedPrefab  
  MaxHealth: 400
  EntityType: NPCFighter
  Faction: TheLegacy
  MeshDead: Enemies/Hexapod/HexapodInfectedDeadPrefab
  HeadTransform: Head
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt 
}
{ +Entity Name: AlienAssassinInfected, Ref: AlienAssassinGrey
  MaxHealth: 400
  EntityType: NPCFighter
  Mesh: Enemies/AlienAssassin/AlienAssassinInfectedPrefab
  MeshDead: Enemies/AlienAssassin/AlienAssassinInfectedDeadPrefab
  HeadTransform: Head
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: SoldierAlienInfected, Ref: SoldierAlienAssaultRifle
  MaxHealth: 400
  XpFactor: 11.4
  LootListOnDeath: 101
  Mesh: Enemies/Prenn/SecurityGuardAlienMovingInfectedPrefab
  MeshDead: Enemies/Prenn/SecurityGuardAlienMovingInfectedDeadPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: AlienHead
  RightHandJointName: RightHand
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: SoldierHumanMaleInfected, Ref: ZiraxMinigun
  MaxHealth: 400
  XpFactor: 11.4
  LootListOnDeath: 101
  Faction: TheLegacy
  Mesh: Enemies/SecurityGuards/SecurityGuardMovingInfectedPrefab
  MeshDead: Enemies/SecurityGuards/SecurityGuardMovingInfectedDeadPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  SurfaceCategory: human
  
  #SfxRandom:
  SfxAlertTime: 25.0
  #SfxAlert: 
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
#  SfxDeath: 
}
{ +Entity Name: SoldierHumanMale2Infected, Ref: ZiraxMinigun
  MaxHealth: 400
  XpFactor: 11.4
  LootListOnDeath: 101
  Faction: TheLegacy
  Mesh: Enemies/SecurityGuards/SecurityGuard2MovingInfectedPrefab
  MeshDead: Enemies/SecurityGuards/SecurityGuard2MovingDeadInfectedPrefab
  ItemsOnEnterGame: PrennAssaultRifle #ZiraxAssaultRiflePlayer
  HeadTransform: Head
  RightHandJointName: R Weapon
  
  #SfxRandom:
  SfxAlertTime: 25.0
  #SfxAlert: 
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
  #SfxDeath: 
}
{ +Entity Name: TalonGuardianInfectedCrossbow, Ref: TalonGuardian
  MaxHealth: 400
  Mesh: Enemies/TalonGuardian/TalonGuardianCrossbowInfectedPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianCrossbowInfectedDeadPrefab
  
  Faction: TheLegacy
  ItemsOnEnterGame: TalonCrossbowWeapon
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
  { Child Hints
	UseMeleeAttack: 0
  }  
}
{ +Entity Name: TalonGuardianInfectedGreen, Ref: TalonGuardian
  MaxHealth: 400
  Mesh: Enemies/TalonGuardian/TalonGuardianGreenInfectedPrefab
  MeshDead: Enemies/TalonGuardian/TalonGuardianGreenInfectedDeadPrefab
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: TalonGuardianInfectedBlue, Ref: TalonGuardian
  MaxHealth: 400
  Mesh: Enemies/TalonGuardian/BAI/TalonGuardianBlueInfectedPrefab
  MeshDead: Enemies/TalonGuardian/BAI/TalonGuardianBlueInfectedDeadPrefab
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: TalonGuardianInfectedRed, Ref: TalonGuardian
  MaxHealth: 400
  Mesh: Enemies/TalonGuardian/BAI/TalonGuardianRedInfectedPrefab
  MeshDead: Enemies/TalonGuardian/BAI/TalonGuardianRedInfectedDeadPrefab
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: ZiraxInfectedBlue, Ref: ZiraxMinigun
  MaxHealth: 400
  Mesh: Enemies/Zirax/ZiraxBlueInfectedPrefab
  MeshDead: Enemies/Zirax/ZiraxBlueInfectedDeadPrefab
  HeadTransform: Bip01_Head
  ItemsOnEnterGame: ZiraxMinigunWeapon
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: ZiraxInfectedGreen, Ref: ZiraxMinigun
  MaxHealth: 400
  Mesh: Enemies/Zirax/ZiraxGreenInfectedPrefab
  MeshDead: Enemies/Zirax/ZiraxGreenInfectedDeadPrefab
  HeadTransform: Bip01_Head
  ItemsOnEnterGame: ZiraxMinigunWeapon
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: ZiraxInfectedRed, Ref: ZiraxMinigun
  MaxHealth: 400
  Mesh: Enemies/Zirax/ZiraxRedInfectedPrefab
  MeshDead: Enemies/Zirax/ZiraxRedInfectedDeadPrefab
  HeadTransform: Bip01_Head
  ItemsOnEnterGame: ZiraxMinigunWeapon
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: ZiraxInfectedYellow, Ref: ZiraxMinigun
  MaxHealth: 400
  Mesh: Enemies/Zirax/ZiraxYellowInfectedPrefab
  MeshDead: Enemies/Zirax/ZiraxYellowInfectedDeadPrefab
  HeadTransform: Bip01_Head
  ItemsOnEnterGame: ZiraxMinigunWeapon
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: ZiraxInfectedPurple, Ref: ZiraxMinigun
  MaxHealth: 400
  Mesh: Enemies/Zirax/ZiraxPurpleInfectedPrefab
  MeshDead: Enemies/Zirax/ZiraxPurpleInfectedDeadPrefab
  HeadTransform: Bip01_Head
  ItemsOnEnterGame: ZiraxMinigunWeapon
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}
{ +Entity Name: ZiraxInfectedCommander, Ref: ZiraxCommander
  MaxHealth: 400
  Mesh: Enemies/Zirax/ZiraxCommanderInfectedPrefab
  MeshDead: Enemies/Zirax/ZiraxCommanderInfectedDeadPrefab
  HeadTransform: Bip01_Head
  ItemsOnEnterGame: ZiraxMinigunWeapon
  Faction: TheLegacy
  SfxHurt: Enemies/TotalHorror/TotalHorror_SfxHurt
}

#=======================================
#============== NPC TRADERS =============
#======================================= 
 
{ +Entity Name: Trader1, Ref: TraderTemplate
  Class: TraderNPC   #NonBAI
  EntityType: Trader   
 # IsEnemy: false
  #AvatarController: Enemy   #Non-BAI
  Mesh: Enemies/Traders/AlienTrader1Prefab
  MeshDead: Enemies/Traders/AlienTrader1DeadPrefab
  HeadTransform: AlienHead   
  
  SurfaceCategory: alien
    
  Faction: Trader
  
  ViewAngle: 180 #270
  MaxHealth: 10
  # XpFactor: 1
  XpFactor: -0.5
  RightHandJointName: AlienRPalm
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  #HandItem: MeleeTalonGuardian
  RotateToGround: false
  RotateSpeed: 60
  #RotateSpeedMovement: 180
  #MotionAnimationSpeedMultiplier: 1.9
   
  # AITask-1: ApproachAttack
  AITask-1: TraderTalksTo
  # AITask-3: Wander

  # AITarget-1: Entity, param1: Player
  
  WanderSpeed: 0.18
  ApproachSpeed: 0.4
  NightWanderSpeed: 0.18
  NightApproachSpeed: 0.4
  PanicSpeed: 0.9
  
  SfxRandomTime: 150.0       
  SfxRandom: Enemies/Trader/Trader_SfxRandom
  SfxAlertTime: 100.0         
  SfxAlert: Enemies/Trader/Trader_SfxRandom
  SfxHurt: Enemies/Trader/Trader_SfxHurt
  SfxDeath: Enemies/Trader/Trader_SfxDeath

  LootListOnDeath: 73
  
  UpdateClusterInfo: true       
  AllowUserInstantiate: true
  AllowInSpawners: true
  FadingEnabled: false     # otherwise problems when switching to dead model 
}
{ +Entity Name: Trader2, Ref: Trader1
  Mesh: Enemies/Traders/AlienTrader2Prefab
  MeshDead: Enemies/Traders/AlienTrader2DeadPrefab
}
{ +Entity Name: Trader3, Ref: Trader1
  Mesh: Enemies/Traders/AlienTrader3Prefab
  MeshDead: Enemies/Traders/AlienTrader3DeadPrefab
}
{ +Entity Name: Trader4, Ref: Trader1
  Mesh: Enemies/Traders/AlienTrader4Prefab
  MeshDead: Enemies/Traders/AlienTrader4DeadPrefab
}
{ +Entity Name: Trader5, Ref: Trader1
  Mesh: Enemies/Traders/AlienTrader5Prefab
  MeshDead: Enemies/Traders/AlienTrader5DeadPrefab
}
{ +Entity Name: Trader6, Ref: Trader1
  Mesh: Enemies/Traders/AlienTrader6Prefab
  MeshDead: Enemies/Traders/AlienTrader6DeadPrefab
  # RightHandJointName: GameObject
}
{ +Entity Name: TraderTalon, Ref: Trader1
  Mesh: Enemies/TalonGuardian/TalonTraderPrefab
  MeshDead: Enemies/TalonGuardian/TalonTraderDeadPrefab
  Faction: Talon
  # RightHandJointName: GameObject
  RpFactor: 5
}
{ +Entity Name: TraderTalon2, Ref: Trader1
  Mesh: Enemies/TalonGuardian/TalonTrader2Prefab
  MeshDead: Enemies/TalonGuardian/TalonTrader2DeadPrefab
  Faction: Talon
  # RightHandJointName: GameObject
  RpFactor: 5
}
{ +Entity Name: TraderZirax, Ref: Trader1
  Mesh: Enemies/Zirax/ZiraxTraderPrefab
  MeshDead: Enemies/Zirax/ZiraxTraderDeadPrefab
  Faction: Zirax
  # RightHandJointName: GameObject
  RpFactor: 5
}
{ +Entity Name: TraderHuman, Ref: Trader1
  Mesh: Enemies/Traders/HumanTrader1Prefab
  MeshDead: Enemies/Traders/HumanTrader1DeadPrefab
  # RightHandJointName: GameObject
  #RpFactor: 5
  Faction: Civilian
}
{ +Entity Name: TraderKriel, Ref: Trader1
  Mesh: Enemies/Traders/KrielTrader1Prefab
  MeshDead: Enemies/Traders/KrielTrader1DeadPrefab
  # RightHandJointName: GameObject
  #RpFactor: 5
  Faction: Kriel
}
 
{ +Entity Name: TraderCyborgDamaged, Ref: TraderTemplate
  Mesh: Enemies/AssaultCyborg/DamagedCyborgPrefab
  
  HeadTransform: Bip001 Head  
  Class: TraderNPC
  SurfaceCategory: metal  
  EntityType: Trader
  Faction: Civilian
  AllowUserInstantiate: true
  AllowInSpawners: false
  
    
  ViewAngle: 180
  MaxHealth: 100
  # XpFactor: 1
  XpFactor: 7
  RightHandJointName: AlienRPalm
  ItemsOnEnterGame: "MeleePlayer,TraderWeapon"
  HandItem: MeleeTalonGuardian
  RotateToGround: false
  RotateSpeed: 60

  
  # AITask-1: ApproachAttack
  AITask-1: TraderTalksTo
  # AITask-3: Wander

  # AITarget-1: Entity, param1: Player
  
  WanderSpeed: 0.18
  ApproachSpeed: 0.4
  NightWanderSpeed: 0.18
  NightApproachSpeed: 0.4
  PanicSpeed: 0.9
  
  
  SfxRandomTime: 100.0     
  SfxRandom: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxAlertTime: 50.0       
  SfxAlert: Enemies/AssaultCyborg/AssaultCyborg_SfxRandom
  SfxHurt: Enemies/AssaultCyborg/AssaultCyborg_SfxHurt
  SfxDeath: Enemies/AssaultCyborg/AssaultCyborg_SfxDeath

  LootListOnDeath: 73
  
  UpdateClusterInfo: true       
  FadingEnabled: false     # otherwise problems when switching to dead model 
}
{ +Entity Name: TraderCyborgEngineer, Ref: TraderCyborgDamaged
  Mesh: Enemies/AssaultCyborg/EngineerCyborgPrefab
  Faction: Civilian
  AllowUserInstantiate: true
  AllowInSpawners: false
}
{ +Entity Name: TraderCyborgMedical, Ref: TraderCyborgDamaged
  Mesh: Enemies/AssaultCyborg/MedicCyborgPrefab
  Faction: Civilian
  AllowUserInstantiate: true
  AllowInSpawners: false
}
{ +Entity Name: TraderCyborgServant, Ref: TraderCyborgDamaged
  Mesh: Enemies/AssaultCyborg/ServantCyborgPrefab
  Faction: Civilian
  AllowUserInstantiate: true
  AllowInSpawners: false
}
{ +Entity Name: TraderCyborg, Ref: TraderCyborgDamaged
  Mesh: Enemies/Traders/CyborgTraderPrefab  
  Faction: Civilian
  AllowUserInstantiate: true
  AllowInSpawners: false
}

#=============================================
#============== OTHER / EVENT ================
#=============================================
## Christmas Event 
{ +Entity Name: Elf, Ref: AlienCivilian1
  Mesh: Enemies/Traders/AlienTrader5Prefab
  MeshDead: Enemies/Traders/AlienTrader5DeadPrefab
}
{ +Entity Name: ElfStatic, Ref: AlienCivilian1Static
  Mesh: Enemies/Traders/AlienTrader5Prefab
  MeshDead: Enemies/Traders/AlienTrader5DeadPrefab
}
{ +Entity Name: Santa, Ref: HumanCivilianMale1
  Mesh: Enemies/Traders/HumanCivilianWalking4Prefab
}
{ +Entity Name: SantaStatic, Ref: HumanCivilianMale1Static
  Mesh: Enemies/Traders/HumanCivilianWalking4Prefab
}
{ +Entity Name: MrsClaus, Ref: HumanCivilianMale1
  Mesh: Enemies/Traders/HumanCivilianWalking6Prefab
}
{ +Entity Name: MrsClausStatic, Ref: HumanCivilianMale1Static
  Mesh: Enemies/Traders/HumanCivilianWalking6Prefab
}
#================================================================
#============== DESTROYED Enitites (Drones etc.) ================
#================================================================
# Usability Notes: 
# - When spawned in a POI a SMALL Drone needs at least a free spawning area of 3x3blocks (length/width) and 2 blocks height (netto 1.5 blocks height!).
#==================================================================
{ +Entity Name: TemplateDestroyedDrone
  EntityType: EnemyDrone
  Faction: None  
  ModelType: Custom
  Class: MeshDrone
  Parent: Drones
  IsEnemy: true
  AvatarController: Custom  
  TimeStayAfterDeath: 300
  PoolCount: 10 
  XpFactor: 0
  MaxHealth: 0  
  HudInfo: false
  
 # SurfaceCategory: metal
  #Prefab: Drone
 # SpawnYAdd: 15     
 # ParticleOnDeath: drone_explosion02 
 # MapIcon: map_EnemyEntityDot
 # AllowUserInstantiate: true
}
{ +Entity Name: DestroyedDroneTest, Ref: TemplateDestroyedDrone
  Mesh: Enemies/Drones/EnemyDroneDamagedPrefab  
  LootListOnDeath: 1 # No loot, but you can assign a loot ID in the spawner
  AllowInSpawners: true  
  Prefab: Drone
}
#=== Zirax ===
#=== Talon ===
#=== Prenn ===
#=== Arkenian ===
#=== UCH ===
#=== Kriel ===
#=== Karana ===
#=== Tresari ===
#=== Pirates ===
#=== Colonists ===
#=== Legacy ===  
#=== NTY ===
#=== Hishkal ===

#===================================================================================
#============== DEAD / DESTROYED Entities (Faction NPC, Robots etc) ================
#===================================================================================
# Usability Notes: 
# - When placing a dead-NPC make sure to have at least 1 BLOCK of free area BEHIND the NPC spawner or NPC might clip/vanish into walls! All NPCs with such a demand have a marker '+1' added to their entry below!
# - Consider placing dead-NPC only occasionally, not by large as their loot list will otherwise be 'free to pick up' without any engagement required! 
# - Naming convention: [Function][Faction][Class][Type][Extras] > [Dead][Zirax][Commander][][] or [Dead][Zirax][Civilian][Male]
# - Not all NPC Factions might have dead entities but can share from other faction.
# - Important: For POIs the faction of the structures (playfield yaml!) and/or the setting of the NPC Spawner (in the POI) decides about the spawned NPC's faction eventually!!
#================================================================
{ +Entity Name: TemplateDeadNPC
  TimeStayAfterDeath: 900        #seconds
  MaxHealth: 0                   #Dies after being spawned
  EntityType: Animal
  Faction: None
  ModelType: NoRagdoll 
  Class: Enemy
  Parent: Enemies     
  IsEnemy: true
  AvatarController: Enemy 
  FadingEnabled: true 
  PoolCount: 10 
  RotateToGround: true 
  UpdateClusterInfo: true
  HudInfo: false
   
}
{ +Entity Name: TemplateDeadAnimal                   #BAIControllers for Ripperdog
  TimeStayAfterDeath: 900        #seconds
  MaxHealth: 0                   #Dies after being spawned
  EntityType: Animal
  Faction: None
  ModelType: NoRagdoll 
  Class: BehaviorAI
  Parent: Enemies     
  IsEnemy: false
  AvatarController: BAIAnimalBase 
  FadingEnabled: true 
  PoolCount: 10 
  RotateToGround: true 
  UpdateClusterInfo: true
  HudInfo: false
   
}
{ +Entity Name: DeadNPCTest, Ref: TemplateDeadNPC
  #Will spawn dead and despawn after 900 seconds!
  Mesh: Enemies/SecurityGuards/SecurityGuard2MovingDeadPrefab  
  LootListOnDeath: 1       # No loot, but you can assign a loot ID in the spawner
  AllowInSpawners: true    # Select for spawners in Creative Mode
  Prefab: AlienHumanoid
  
  #With addition of these lines, npc will spawn dead, but technically be alive until "killed" (eg. for avoid him despawn in a POI until the player got there using the spawnpad as a beacon with the PDA f.ex!); Downside: You CANNOT loot the NPC! 
  MeshDead: Enemies/SecurityGuards/SecurityGuard2MovingDeadPrefab  
  MaxHealth: 10000
  TimeStayAfterDeath: 5000    #time until despawn in seconds
}
#=== Zirax ===
{ +Entity Name: DeadZiraxCommander, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxCommanderDeadPrefab
  LootListOnDeath: 104 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxMinigun, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxBlueDeadPrefab
  LootListOnDeath: 100 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxLaser, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxYellowDeadPrefab
  LootListOnDeath: 101 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxShotgun, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxGreenDeadPrefab
  LootListOnDeath: 102 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxRocket, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxRedDeadPrefab
  LootListOnDeath: 103 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxSniper, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxPurpleDeadPrefab
  LootListOnDeath: 100 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxRipperDog, Ref: TemplateDeadAnimal
  Mesh: Enemies/RipperDog/RipperDogDeadPrefab
  MeshDead: Enemies/RipperDog/RipperDogDeadPrefab
  LootListOnDeath: 20  
  AllowInSpawners: true   
  Prefab: AnimalSmall
  Faction: Zirax
}

{ +Entity Name: DeadZiraxRipperDogSmall, Ref: TemplateDeadAnimal
  Mesh: Enemies/RipperDog/RipperDogSmallDeadPrefab
  MeshDead: Enemies/RipperDog/RipperDogSmallDeadPrefab
  LootListOnDeath: 20 
  AllowInSpawners: true  
  Prefab: AnimalSmall
  Faction: Zirax 
}

{ +Entity Name: DeadZiraxRipperDogWhite, Ref: TemplateDeadAnimal
  Mesh: Enemies/RipperDog/RipperDogDeadPrefab
  MeshDead: Enemies/RipperDog/RipperDogDeadPrefab
  LootListOnDeath: 20 
  AllowInSpawners: true  
  Prefab: AnimalSmall
  Faction: Zirax
}
{ +Entity Name: DeadZiraxRipperDogWhiteSmall, Ref: TemplateDeadAnimal
  Mesh: Enemies/RipperDog/RipperDogSmallDeadPrefab
  MeshDead: Enemies/RipperDog/RipperDogSmallDeadPrefab
  LootListOnDeath: 20 
  AllowInSpawners: true  
  Prefab: AnimalSmall
  Faction: Zirax
}
{ +Entity Name: DestroyedZiraxMechanoid, Ref: TemplateDeadNPC   #+1
  Mesh: Enemies/Mechanoid/MechanoidDamagedPrefab
  LootListOnDeath: 15 
  AllowInSpawners: true  
  Prefab: AlienFat
  Faction: Zirax
}
{ +Entity Name: DeadZiraxTrader, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxTraderDeadPrefab
  LootListOnDeath: 73 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxCivilianMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxCivilianMaleBlueDeadPrefab
  LootListOnDeath: 75 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
{ +Entity Name: DeadZiraxCivilianFemale, Ref: TemplateDeadNPC
  Mesh: Enemies/Zirax/ZiraxCivilianFemaleDeadBluePrefab
  LootListOnDeath: 75 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Zirax
}
#=== Talon ===
#=== Talonar===

# Dead Soldiers
{ +Entity Name: DeadTalonAdvancedGold, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGoldDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedBlack, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlackDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedBrown, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBrownDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}

{ +Entity Name: DeadTalonAdvancedWhite, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedWhiteDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedPurple, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedPurpleDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedBlue, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlueDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedCyan, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedCyanDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedGreen, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedGreenDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedYellow, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedBlueDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedOrange, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedYellowDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}
{ +Entity Name: DeadTalonAdvancedRed, Ref: TemplateDeadNPC
  Mesh: Enemies/TalonAdvanced/TalonAdvancedRedDeadPrefab
  LootListOnDeath: 124 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Talon
}


#=== Prenn ===
#=== Arkenian ===
#=== UCH ===
# Dead Soldiers
{ +Entity Name: DeadUCHMarine01Female, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Marine_01_Female_Dead_Prefab 
  LootListOnDeath: 111 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHMarine01Male, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Marine_01_Male_Dead_Prefab 
  LootListOnDeath: 111 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHMarine02Female, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Marine_02_Female_Dead_Prefab 
  LootListOnDeath: 112 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHMarine02Male, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Marine_02_Male_Dead_Prefab 
  LootListOnDeath: 112 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHMarine03Female, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Marine_03_Female_Dead_Prefab 
  LootListOnDeath: 113 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHMarine03Male, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Marine_03_Male_Dead_Prefab 
  LootListOnDeath: 113 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
# Dead ELITE Soldiers
{ +Entity Name: DeadUCHElite01Male, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Elite_01_Male_Dead_Prefab 
  LootListOnDeath: 114 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHElite02Male, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Elite_02_Male_Dead_Prefab 
  LootListOnDeath: 115 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHElite03Male, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Elite_03_Male_Dead_Prefab 
  LootListOnDeath: 116 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHElite03Female, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Elite_03_Female_Dead_Prefab 
  LootListOnDeath: 116 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
#Dead Crew
{ +Entity Name: DeadUCHCommanderFemale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Officer_Female_Dead_Prefab
  LootListOnDeath: 120 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCommanderFemale02, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Officer_Female_02_Dead_Prefab
  LootListOnDeath: 120 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCommanderFemale03, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Officer_Female_03_Dead_Prefab
  LootListOnDeath: 120 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewBlueFemale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Blue_Female_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewGreenFemale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Green_Female_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewYellowFemale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Female_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewRedFemale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Female_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}

{ +Entity Name: DeadUCHCommanderMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Officer_Male_Dead_Prefab
  LootListOnDeath: 120 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCommanderMale02, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Officer_Male_02_Dead_Prefab
  LootListOnDeath: 120 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewBlueMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Blue_Male_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewGreenMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Green_Male_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewYellowMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Yellow_Male_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHCrewRedMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Crew_Red_Male_Dead_Prefab
  LootListOnDeath: 121 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHMedicMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Medic_Male_Crew_Dead_Prefab
  LootListOnDeath: 118 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
{ +Entity Name: DeadUCHScientistMale, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Scientist_Male_Crew_Dead_Prefab
  LootListOnDeath: 119 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
#Dead Civilians 
{ +Entity Name: DeadUCHCivilianFemale01, Ref: TemplateDeadNPC
  Mesh: Enemies/Protofactor/UCH_Female01_Hc1_Dead_Prefab 
  LootListOnDeath: 108 
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: UCH
}
#=== Kriel ===
{ +Entity Name: DeadKrielSoldier, Ref: TemplateDeadNPC   #+1
  Mesh: Enemies/Hexapod/HexapodDeadPrefab
  LootListOnDeath: 29
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Kriel
}
{ +Entity Name: DeadKrielSoldier1, Ref: TemplateDeadNPC   #+1
  Mesh: Enemies/AlienAssassin/AlienAssassinDeadPrefab
  LootListOnDeath: 29
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Kriel
}
{ +Entity Name: DeadKrielSoldier2, Ref: TemplateDeadNPC   #+1
  Mesh: Enemies/AlienAssassin/AlienAssassinDeadPrefab
  LootListOnDeath: 29
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Kriel
}
{ +Entity Name: DeadKrielTrader, Ref: TemplateDeadNPC   #+1
  Mesh: Enemies/Traders/KrielTrader1DeadPrefab
  LootListOnDeath: 73
  AllowInSpawners: true  
  Prefab: AlienHumanoid
  Faction: Kriel
}
#=== Karana ===
#=== Tresari ===
#=== Pirates ===
#=== Colonists ===
#=== Legacy ===
#=== NTY ===
#=== Hishkal ===



#=============================================
#=============================================
#=========== Testing/Discontinued/Obsolete ===
#=============================================
#=============================================


{ Entity Name: aStatsDebugMonster1, Ref: PredatorBAITemplate
  Mesh: Enemies/AlienAssassin/AlienAssassinGreyPrefab
  MeshDead: Enemies/AlienAssassin/AlienAssassinDeadPrefab
  # HeadTransform: Base HumanHead
  HeadTransform: Head
  
  Faction: Zirax
  Prefab: AlienHumanoid

  ViewAngle: 180
  MaxHealth: 10000
  XpFactor: 6

  RotateSpeedMovement: 180
  MotionAnimationSpeedMultiplier: 1.15
  HandItem: MeleeAssassin
  
#  ViewAngle: 180
#  WanderSpeed: 0.4
#  ApproachSpeed: 1
#  NightWanderSpeed: 0.4
#  NightApproachSpeed: 1
#  PanicSpeed: 1.0
  
  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/AlienAssassin/AlienAssassin_SfxRandom
  SfxAlertTime: 25.0
  SfxAlert: Enemies/AlienAssassin/AlienAssassin_SfxRandom
  SfxHurt:  Enemies/AlienAssassin/AlienAssassin_SfxHurt
  SfxDeath: Enemies/AlienAssassin/AlienAssassin_SfxDeath
  
  FadingEnabled: false              # disabled otherwise problems with switching to DeadMesh
  LootListOnDeath: 29
  
  AffectedByBuffs: "Fire,FractureClosed,OpenWound"
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"	
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.4
    SpeedAlerted: 1.0
    SpeedAttack: 1.0
	SpeedFlee: 1.0
	MeleeAttackDistance: 2.0
	MinimalDistanceToTarget: 1.5
  }   
  
  { Child Hints
	BasicAttackStances: 1.0
  }
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 180
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  } 
  
  AllowUserInstantiate: false
  AllowInSpawners: false

}

{ Entity Name: aStatsDebugMonster2, Ref: PredatorBAITemplate
  Mesh: Enemies/Spiders/Spider01Prefab
  MeshDead: Enemies/Spiders/Spider01DeadPrefab
  HeadTransform: Head
  
  Prefab: AnimalSmall

  MaxHealth: 400
  XpFactor: 3.12
  HandItem: MeleeSpider01
  RotateToGround: true
  RotateSpeedMovement: 180

  
  SurfaceCategory: human

  
  SfxRandomTime: 50.0
  SfxRandom: Enemies/Spiders/Spiders_SfxRandom

  SfxAlertTime: 25.0
  SfxAlert: Enemies/Spiders/Spiders_SfxRandom
  SfxHurt:  Enemies/Spiders/Spiders_SfxHurt
  SfxDeath: Enemies/Spiders/Spiders_SfxDeath

  AffectedByBuffs: "FractureClosed,OpenWound,Fire"

  LootListOnDeath: 20
  
  UpdateClusterInfo: true   
  
  AllowUserInstantiate: false
  AllowInSpawners: false
  FadingEnabled: false
  
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/MainAnimal
	Slot1: "SlotLifeCycle,       Behaviors/Activities/RandomWalk"
	Slot2: "SlotLowAlert,        Behaviors/Activities/RandomWalk"
	Slot3: "SlotAlertedNoTarget, Behaviors/Activities/RandomWalk"	
	Slot4: "SlotSearchTarget,    Behaviors/Activities/SearchTarget"	
	Slot5: "SlotAttackTarget,    Behaviors/Activities/AnimalAttack"		
  }
  
  { Child VariableOverride
    SpeedCalm: 0.12
    SpeedAlerted: 0.3
    SpeedAttack: 1.5
	SpeedFlee: 1.2
  }  
  
  {	Child VisionSensor
	VisibleDistance: 50
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    AttackableTypes: "Player,HV,SV,CV,PlayerBike"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevel2: 50, param1: 2
	AlertLevel3: 80, param1: 20
	AlertLevelDrop:10 
	AlertAddFromVisionMinNoMovement:0 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
  
  {	Child FearSensor 
    MaxFear: 60 
	
	FearDrop: 20 
	FearDropPerFriend: 10 
	FearDropMaxFromFriends: 50
	MaxFriendDistance: 10 
	
	MinDistanceToFearAnEnemy: 0 
	FearFromEnemy: 0
	FearFromFriendDeath: 30
	FearFromDamageMultiplier: 0.3 
	FearFromNoiseMaxDistance: 30  
	FearFromNoiseMultiplier: 0.2  
	FearPropagationDamageMultiplier: 0.5 
  }   
}
###########################
# TEST ZIRAX - follows player without shooting
{ Entity Name: ZiraxTest, Ref: ZiraxMinigun
  MaxHealth: 800
  XpFactor: 12.6
  LootListOnDeath: 103
  Mesh: Enemies/Zirax/ZiraxYellowPrefab
  MeshDead: Enemies/Zirax/ZiraxYellowDeadPrefab
  AllowInSpawners: false
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/ZiraxTest
  }
  
  { Child VariableOverride
    SpeedCalm: 0.3
    SpeedAlerted: 0.3
    SpeedAttack: 0.3
	SpeedFlee: 0.3
	MeleeAttackDistance: 1.0       
	MinimalDistanceToTarget: 2.0   
  }  
  
  {	Child VisionSensor
	VisibleDistance: 200
	ViewAngle: 360
  }  
  
  {	Child TargetSensor
    SensorType: "Debug"
    AttackableTypes: "Player"
  }
  
  {	Child AlertSensor
	AlertLevel1: 15, param1: 0
	AlertLevelDrop:0 
	AlertAddFromVisionMinNoMovement:100 
	AlertAddFromVisionMovement:200
	AlertVisionMaxSpeed:2
	AlertAddFromAutoAlert:30
	MinDistanceToAutoAlert:20
	NoiseMaxDistance:50
	NoiseAlertMultiplier:0.3
  }   
}

{ Entity Name: ZiraxTestFire, Ref: ZiraxTest

  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/ZiraxTestFiring
  }
}

{ Entity Name: ZiraxTestNetwork, Ref: ZiraxTest
  RotateSpeedMovement: 600
  
  { Child MainBehavior
	BehaviorName: Behaviors/HiLevelTrees/ZiraxTestNetwork
  }
}

{ Entity Name: ZiraxTestFireMelee, Ref: ZiraxTestFire
  ItemsOnEnterGame: MeleeAlienBug01
}

# OLD AI - SPECIAL CASE: ZiraxCommander > Sentinel Behavior 



# { Entity Name: ZiraxBaseAttackTest, Ref: ZiraxMinigun
#   
  
#   { Child MainBehavior
# 	BehaviorName: Behaviors/HiLevelTrees/ZiraxBaseAttackTest
 #  }
  
#   {	Child TargetSensor
 #    SensorType: "Debug"
 #    AttackableTypes: "BA"
 #  }

# }

# { Entity Name: ZiraxMinigunDebug, Ref: ZiraxMinigun
  
  # 
  # { Child MainBehavior
	# BehaviorName: Behaviors/HiLevelTrees/ZiraxBaseAttackTest
  # }
  #  TODO remove sensors 
  # {	Child TargetSensor
    # SensorType: "Debug"
    # AttackableTypes: "BA"
  # }  
  
  # { Child VariableOverride
    # SpeedCalm: 0.3
    # SpeedAlerted: 0.3
    # SpeedAttack: 1.0
	# SpeedFlee: 1.0
	# MeleeAttackDistance: 4.0       
	# MinimalDistanceToTarget: 3.0   
    # FireDuration: 1.0
  # }  
  
  # {	Child VisionSensor
	# VisibleDistance: 200
	# ViewAngle: 360
  # } 
# }

# { Entity Name: ZiraxCommandTest, Ref: ZiraxMinigun
  # MaxHealth: 800
  # XpFactor: 12.6
  # LootListOnDeath: 103
  # Mesh: Enemies/Zirax/ZiraxYellowPrefab
  # MeshDead: Enemies/Zirax/ZiraxYellowDeadPrefab
  # ItemsOnEnterGame: "ZiraxMinigunBaseAttackWeapon"
  
  # 
  # { Child MainBehavior
	# BehaviorName: Behaviors/HiLevelTrees/ZiraxTroopCommands
  # }
  
  # { Child VariableOverride
    # SpeedCalm: 0.3
    # SpeedAlerted: 0.3
    # SpeedAttack: 1.0
	# SpeedFlee: 1.0
	# MeleeAttackDistance: 4.0       
	# MinimalDistanceToTarget: 3.0   
    # FireDuration: 1.0
  # }  
  
  #  TODO remove sensors 
  # {	Child VisionSensor
	# VisibleDistance: 200
	# ViewAngle: 360
  # }  
  #  
  # {	Child TargetSensor
    # SensorType: "Debug"
    # AttackableTypes: "BA"
  # } 
# }

###########################
# Obsolete - remove when save game break 
{ Entity Name: ZiraxMale, Ref: ZiraxMinigun
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ Entity Name: ZiraxLeader, Ref: ZiraxLaser
  AllowUserInstantiate: false
  AllowInSpawners: false
}
{ Entity Name: ZiraxMinigunGroup, Ref: ZiraxMinigun
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ Entity Name: ZiraxRocketGroup, Ref: ZiraxRocket
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ Entity Name: ZiraxLaserGroup, Ref: ZiraxLaser
  AllowUserInstantiate: false
  AllowInSpawners: false
}

{ Entity Name: ZiraxShotgunGroup, Ref: ZiraxShotgun
  AllowUserInstantiate: false
  AllowInSpawners: false
}
