// THIS FILE IS AUTOGENERATED, DO NOT MODIFY /*QUAKED actor_enemy_afghan_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO defaultmdl="body_opforce_afghan_assault_a" "count" -- max AI to ever spawn from this spawner SPAWNER -- makes this a spawner instead of a guy FORCESPAWN -- will try to delete an AI if spawning fails from too many AI UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates */ main() { self.animTree = ""; self.additionalAssets = ""; self.team = "axis"; self.type = "human"; self.subclass = "regular"; self.accuracy = 0.2; self.health = 150; self.secondaryweapon = ""; self.sidearm = "glock"; self.grenadeWeapon = "fraggrenade"; self.grenadeAmmo = 0; if ( isAI( self ) ) { self setEngagementMinDist( 256.000000, 0.000000 ); self setEngagementMaxDist( 768.000000, 1024.000000 ); } switch( codescripts\character::get_random_weapon(8) ) { case 0: self.weapon = "ak47_desert"; break; case 1: self.weapon = "ak47_reflex"; break; case 2: self.weapon = "ak47_desert_grenadier"; break; case 3: self.weapon = "ak47_acog"; break; case 4: self.weapon = "fal"; break; case 5: self.weapon = "fal_acog"; break; case 6: self.weapon = "ak47_desert"; break; case 7: self.weapon = "fal_shotgun"; break; } character\character_opforce_arab_assault_a::main(); } spawner() { self setspawnerteam("axis"); } precache() { character\character_opforce_arab_assault_a::precache(); precacheItem("ak47_desert"); precacheItem("ak47_reflex"); precacheItem("ak47_desert_grenadier"); precacheItem("gl_ak47_desert"); precacheItem("ak47_acog"); precacheItem("fal"); precacheItem("fal_acog"); precacheItem("ak47_desert"); precacheItem("fal_shotgun"); precacheItem("fal_shotgun_attach"); precacheItem("glock"); precacheItem("fraggrenade"); }