// THIS FILE IS AUTOGENERATED, DO NOT MODIFY /*QUAKED actor_enemy_merc_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO defaultmdl="body_airborne_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(15) ) { case 0: self.weapon = "ak47_woodland"; break; case 1: self.weapon = "ak47_digital_reflex"; break; case 2: self.weapon = "ak47_woodland_grenadier"; break; case 3: self.weapon = "ak47_digital_acog"; break; case 4: self.weapon = "ak47_woodland_eotech"; break; case 5: self.weapon = "famas_woodland"; break; case 6: self.weapon = "tavor_woodland_acog"; break; case 7: self.weapon = "tavor_mars"; break; case 8: self.weapon = "tavor_woodland_eotech"; break; case 9: self.weapon = "tavor_reflex"; break; case 10: self.weapon = "fn2000_eotech"; break; case 11: self.weapon = "famas_woodland_reflex"; break; case 12: self.weapon = "fn2000_reflex"; break; case 13: self.weapon = "famas_woodland_eotech"; break; case 14: self.weapon = "fn2000_acog"; break; } switch( codescripts\character::get_random_character(3) ) { case 0: character\character_opforce_merc_assault_a::main(); break; case 1: character\character_opforce_merc_assault_b::main(); break; case 2: character\character_opforce_merc_assault_c::main(); break; } } spawner() { self setspawnerteam("axis"); } precache() { character\character_opforce_merc_assault_a::precache(); character\character_opforce_merc_assault_b::precache(); character\character_opforce_merc_assault_c::precache(); precacheItem("ak47_woodland"); precacheItem("ak47_digital_reflex"); precacheItem("ak47_woodland_grenadier"); precacheItem("gl_ak47_woodland"); precacheItem("ak47_digital_acog"); precacheItem("ak47_woodland_eotech"); precacheItem("famas_woodland"); precacheItem("tavor_woodland_acog"); precacheItem("tavor_mars"); precacheItem("tavor_woodland_eotech"); precacheItem("tavor_reflex"); precacheItem("fn2000_eotech"); precacheItem("famas_woodland_reflex"); precacheItem("fn2000_reflex"); precacheItem("famas_woodland_eotech"); precacheItem("fn2000_acog"); precacheItem("glock"); precacheItem("fraggrenade"); }