// THIS FILE IS AUTOGENERATED, DO NOT MODIFY /*QUAKED actor_enemy_FSB_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO defaultmdl="body_opforce_fsb_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 = "riotshield.csv"; self.team = "axis"; self.type = "human"; self.subclass = "elite"; self.accuracy = 0.2; self.health = 150; self.secondaryweapon = ""; self.sidearm = "usp"; 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(6) ) { case 0: self.weapon = "tavor_acog"; break; case 1: self.weapon = "tavor_mars"; break; case 2: self.weapon = "fn2000"; break; case 3: self.weapon = "fn2000_acog"; break; case 4: self.weapon = "fn2000_reflex"; break; case 5: self.weapon = "fn2000_scope"; break; } character\character_opforce_fsb_assault_a::main(); } spawner() { self setspawnerteam("axis"); } precache() { character\character_opforce_fsb_assault_a::precache(); precacheItem("tavor_acog"); precacheItem("tavor_mars"); precacheItem("fn2000"); precacheItem("fn2000_acog"); precacheItem("fn2000_reflex"); precacheItem("fn2000_scope"); precacheItem("usp"); precacheItem("fraggrenade"); }