AddActor = Attachable PresetName = Missile Head Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = S2SC.rte/null.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 2500 JointStiffness = 0.3 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 AddActor = Arm PresetName = Missile FG Arm Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = S2SC.rte/null.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 8000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 Hand = ContentFile FilePath = S2SC.rte/null.bmp MaxLength = 1 IdleOffset = Vector X = 0 Y = 0 MoveSpeed = 0.2 AddActor = AHuman InstanceName = Small Missle Mass = 3 Position = Vector X = 0 Y = 0 AngularVel = 20 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = S2SC.rte/Sprites/MH.bmp FrameCount = 1 SpriteOffset = Vector X = 3 Y = -3 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit GoldValue = 20 Buyable = 1 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 6 Depth = 6 DeepCheck = 0 BodyHitSound = Sound CopyOf = Flesh Body Blunt Hit PainSound = Sound CopyOf = Human Pain DeathSound = Sound CopyOf = Human Death DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 Team = 0 AimAngle = -90 AimDistance = 300 Perceptiveness = 0.9 CharHeight = 9999999 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Missile Head ParentOffset = Vector X = 0 Y = 0 FGArm = Arm CopyOf = Missile FG Arm ParentOffset = Vector X = 0 Y = 0 // BGArm = Arm // CopyOf = Robot BG Arm 1 // ParentOffset = Vector // X = 3 // Y = -7 // FGLeg = Leg // CopyOf = Robot FG Leg 1 // ParentOffset = Vector // X = -2 // Y = 3 // BGLeg = Leg // CopyOf = Robot BG Leg 1 // ParentOffset = Vector // X = 1 // Y = 3 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot StandLimbPath = LimbPath InstanceName = Clone Stand Path StartOffset = Vector X = 4 Y = 12 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 3500 WalkLimbPath = LimbPath InstanceName = Clone Walk Path StartOffset = Vector X = 13 Y = -8 StartSegCount = 3 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 2.5 NormalTravelSpeed = 4.25 FastTravelSpeed = 5.5 PushForce = 6000 CrouchLimbPath = LimbPath InstanceName = Clone Crouch Path StartOffset = Vector X = 5 Y = 3 StartSegCount = 0 AddSegment = Vector X = -4 Y = 8 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 5000 CrawlLimbPath = LimbPath InstanceName = Clone Crawl Path StartOffset = Vector X = 5 Y = 3 StartSegCount = 0 SlowTravelSpeed = 1.5 NormalTravelSpeed = 3.5 FastTravelSpeed = 5.5 PushForce = 5000 ClimbLimbPath = LimbPath InstanceName = Clone Climb Path StartOffset = Vector X = -2 Y = -16 StartSegCount = 15 AddSegment = Vector X = 3 Y = 2 AddSegment = Vector X = 3 Y = 2 AddSegment = Vector X = 1 Y = 2 AddSegment = Vector X = 1 Y = 2 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 1 Y = 1 AddSegment = Vector X = 0 Y = 1 AddSegment = Vector X = 0 Y = 1 AddSegment = Vector X = 0 Y = 1 AddSegment = Vector X = 0 Y = 3 AddSegment = Vector X = -2 Y = 5 AddSegment = Vector X = -4 Y = 5 AddSegment = Vector X = -6 Y = 5 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 5.5 PushForce = 6000 JumpLimbPath = LimbPath InstanceName = Clone Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 6000 DislodgeLimbPath = LimbPath InstanceName = Clone Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 600 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 16 MinVelocity = 40 MaxVelocity = 65 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Puff Large Count = 6 MinVelocity = 6 MaxVelocity = 15 LifeVariation = 0.20 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Puff Medium Count = 9 MinVelocity = 9 MaxVelocity = 20 LifeVariation = 0.30 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Puff Small Count = 24 MinVelocity = 19 MaxVelocity = 40 LifeVariation = 0.50 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray Count = 23 MinVelocity = 20 MaxVelocity = 45 AddGib = Gib GibParticle = MOPixel CopyOf = Glow Explosion Huge AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow Count = 21 MinVelocity = 20 MaxVelocity = 45 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 60 MinVelocity = 40 MaxVelocity = 65 GibWoundLimit = 1 GibImpulseLimit = 200 AddInventory = HDFirearm CopyOf = SMissile