//Generated 29 Oct 2007 - 14:26:31 AddActor = AtomGroup PresetName = CrabFootGroup AutoGenerate = 0 AddAtom = Atom Offset = Vector X = -3 Y = 2 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -3 Y = 1 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -3 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -2 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -1 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Material = Material CopyOf = Rubber TrailLength = 0 JointOffset = Vector X = -2 Y = 2 AddEffect = Leg PresetName = Crab Leg FG A Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Crabs/CrabLegFGA.bmp FrameCount = 4 SpriteOffset = Vector X = -7 Y = -4 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 165 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = -2 Y = 6 DrawAfterParent = 0 ExtendedOffset = Vector X = 10 Y = -11 ContractedOffset = Vector X = 4 Y = 0 IdleOffset = Vector X = 6 Y = 6 MoveSpeed = 0.4 GibImpulseLimit = 2200 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = -1 Y = 3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = 0 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Micro A Offset = Vector X = 0 Y = -4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -2 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = 2 Y = -2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small A Offset = Vector X = -2 Y = 2 AddEffect = Leg CopyOf = Crab Leg FG A PresetName = Crab Leg BG A SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Crabs/CrabLegBGA.bmp FrameCount = 4 IdleOffset = Vector X = 3 Y = 6 AddEffect = ACrab PresetName = Crab AddToGroup = Wildlife Description = "Look sir, free crabs!" HUDVisible = 0 Mass = 15 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 IgnoresTeamHits = 0 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Crabs/CrabBodyA.bmp FrameCount = 2 SpriteAnimMode = 4 SpriteAnimDuration = 250 SpriteOffset = Vector X = -9 Y = -8 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 4 Depth = 0 DeepCheck = 0 BodyHitSound = Sound CopyOf = Bone Crack PainSound = Sound CopyOf = Bone Crack DeathSound = Sound CopyOf = Bone Crack GoldCost = 0 Buyable = 1 Status = 0 Health = 100 ImpulseDamageThreshold = 800 Perceptiveness = 0.4 CharHeight = 50 LFGLeg = Leg CopyOf = Crab Leg FG A ParentOffset = Vector X = -7 Y = 1 LBGLeg = Leg CopyOf = Crab Leg BG A ParentOffset = Vector X = -7 Y = 1 RFGLeg = Leg CopyOf = Crab Leg FG A ParentOffset = Vector X = 7 Y = 1 RBGLeg = Leg CopyOf = Crab Leg BG A ParentOffset = Vector X = 7 Y = 1 LFootGroup = AtomGroup CopyOf = CrabFootGroup RFootGroup = AtomGroup CopyOf = CrabFootGroup LStandLimbPath = LimbPath PresetName = Crab Stand Path Left StartOffset = Vector X = -6 Y = 6 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.25 FastTravelSpeed = 1.5 PushForce = 1000 LWalkLimbPath = LimbPath PresetName = Crab Walk Path Left StartOffset = Vector X = -14 Y = -12 StartSegCount = 4 AddSegment = Vector X = 10 Y = 0 AddSegment = Vector X = 5 Y = 8 AddSegment = Vector X = 0 Y = 3 AddSegment = Vector X = 0 Y = 3 AddSegment = Vector X = 0 Y = 3 AddSegment = Vector X = -2 Y = 2 AddSegment = Vector X = -15 Y = 0 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 5500 LDislodgeLimbPath = LimbPath PresetName = Crab Dislodge Path Left StartOffset = Vector X = -1 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 RStandLimbPath = LimbPath CopyOf = Crab Stand Path Left PresetName = Crab Stand Path Right StartOffset = Vector X = 8 Y = 6 RWalkLimbPath = LimbPath CopyOf = Crab Walk Path Left PresetName = Crab Walk Path Right StartOffset = Vector X = 0 Y = -12 StartSegCount = 3 RDislodgeLimbPath = LimbPath CopyOf = Crab Dislodge Path Left PresetName = Crab Dislodge Path Right StartOffset = Vector X = 2 Y = -10 GibImpulseLimit = 5500 GibWoundLimit = 6 GibSound = Sound CopyOf = Bone Crack AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small C Offset = Vector X = -5 Y = -2 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = -1 Y = 2 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small E Offset = Vector X = 4 Y = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = -4 Y = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = 3 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Micro A Offset = Vector X = 2 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Micro A Offset = Vector X = -2 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = -2 Y = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = -7 Y = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Tiny A Offset = Vector X = 0 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Tiny A Offset = Vector X = 0 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = -6 Y = 2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 2 Y = -6 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small A Offset = Vector X = -4 Y = -6 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Panel Orange Small F Offset = Vector X = -3.9375 Y = 0.8125 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Panel Orange Small B Offset = Vector X = 3.6875 Y = 0.8125 AddEffect = Leg PresetName = Big Crab Leg FG A Mass = 14 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Crabs/BigCrabLegFGA.bmp FrameCount = 4 SpriteOffset = Vector X = -14 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Strong Entry ExitWound = AEmitter CopyOf = Wound Bone Strong Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 1200 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = -4 Y = 12 DrawAfterParent = 0 ExtendedOffset = Vector X = 20 Y = -22 ContractedOffset = Vector X = 8 Y = 0 IdleOffset = Vector X = 12 Y = 12 MoveSpeed = 0.4 GibImpulseLimit = 10000 GibWoundLimit = 30 GibSound = Sound CopyOf = Bone Crack AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = -1 Y = 3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = 0 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Micro A Offset = Vector X = 0 Y = -4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -2 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = 2 Y = -2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small A Offset = Vector X = -2 Y = 2 AddEffect = Leg CopyOf = Big Crab Leg FG A PresetName = Big Crab Leg BG A SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Crabs/BigCrabLegBGA.bmp FrameCount = 4 IdleOffset = Vector X = 6 Y = 12 AddEffect = ACrab PresetName = Mega Crab AddToGroup = Wildlife HUDVisible = 0 Mass = 120 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Crabs/BigCrabBodyA.bmp FrameCount = 5 SpriteAnimMode = 4 SpriteAnimDuration = 300 SpriteOffset = Vector X = -18 Y = -16 EntryWound = AEmitter CopyOf = Wound Bone Strong Entry ExitWound = AEmitter CopyOf = Wound Bone Strong Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 4 Depth = 0 DeepCheck = 0 BodyHitSound = Sound CopyOf = Bone Crack PainSound = Sound CopyOf = Bone Crack DeathSound = Sound CopyOf = Bone Crack GoldCost = 200 Buyable = 0 Status = 0 Health = 100 ImpulseDamageThreshold = 10000 Perceptiveness = 0 CharHeight = 50 //EXPERIMENTAL FEATURE // Jetpack = AEmitter // CopyOf = Jump Light // PresetName = Jump Light Extra // BurstSize = 30 // ParentOffset = Vector // X = 0 // Y = 0 // DrawAfterParent = 0 // JumpTime = 1 LFGLeg = Leg CopyOf = Big Crab Leg FG A ParentOffset = Vector X = -14 Y = 2 LBGLeg = Leg CopyOf = Big Crab Leg BG A ParentOffset = Vector X = -14 Y = 2 RFGLeg = Leg CopyOf = Big Crab Leg FG A ParentOffset = Vector X = 14 Y = 2 RBGLeg = Leg CopyOf = Big Crab Leg BG A ParentOffset = Vector X = 14 Y = 2 LFootGroup = AtomGroup CopyOf = CrabFootGroup RFootGroup = AtomGroup CopyOf = CrabFootGroup LStandLimbPath = LimbPath PresetName = Big Crab Stand Path Left StartOffset = Vector X = -12 Y = 12 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.25 FastTravelSpeed = 1.5 PushForce = 1500 LWalkLimbPath = LimbPath PresetName = Big Crab Walk Path Left StartOffset = Vector X = -28 Y = -24 StartSegCount = 4 AddSegment = Vector X = 20 Y = 0 AddSegment = Vector X = 10 Y = 16 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = -4 Y = 4 AddSegment = Vector X = -30 Y = 0 SlowTravelSpeed = 5 NormalTravelSpeed = 7 FastTravelSpeed = 9 PushForce = 9000 LDislodgeLimbPath = LimbPath PresetName = Big Crab Dislodge Path Left StartOffset = Vector X = -2 Y = -20 StartSegCount = 0 AddSegment = Vector X = 0 Y = 12 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 12000 RStandLimbPath = LimbPath CopyOf = Big Crab Stand Path Left PresetName = Big Crab Stand Path Right StartOffset = Vector X = 16 Y = 12 RWalkLimbPath = LimbPath CopyOf = Big Crab Walk Path Left PresetName = Big Crab Walk Path Right StartOffset = Vector X = 0 Y = -24 StartSegCount = 3 RDislodgeLimbPath = LimbPath CopyOf = Big Crab Dislodge Path Left PresetName = Big Crab Dislodge Path Right StartOffset = Vector X = 4 Y = -20 AddEffect = MOSRotating PresetName = Jumper Leg A // AddToGroup = Wildlife Mass = 36.04 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Jumper/JumperLegA.bmp FrameCount = 5 SpriteOffset = Vector X = -8 Y = -5 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddEffect = MOSRotating PresetName = Jumper Body A // AddToGroup = Wildlife Mass = 12.01 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Jumper/JumperBodyA.bmp FrameCount = 2 SpriteOffset = Vector X = -6 Y = 14 AngularVel = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddActor = Leg PresetName = Jumper Leg A Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Jumper/JumperLegA.bmp FrameCount = 5 SpriteOffset = Vector X = -8 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = -3 Y = 3 DrawAfterParent = 0 ExtendedOffset = Vector X = 7.5 Y = 0 ContractedOffset = Vector X = 3 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = -1 Y = 3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = 0 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Micro A Offset = Vector X = 0 Y = -4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -2 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = 2 Y = -2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small A Offset = Vector X = -2 Y = 2 GibImpulseLimit = 50 GibWoundLimit = 3 GibSound = Sound CopyOf = Bone Crack AddEffect = Attachable PresetName = Jumper Head Mass = 25 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Actors/Wildlife/Jumper/JumperBodyB.bmp FrameCount = 2 SpriteAnimMode = 1 SpriteAnimDuration = 250 SpriteOffset = Vector X = -7 Y = -8 AngularVel = 0 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 6 Depth = 3 DeepCheck = 0 JointStrength = 125 JointStiffness = 0.1 JointOffset = Vector X = -2 Y = -1 GibImpulseLimit = 500 GibWoundLimit = 3 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Offset = Vector X = 0.5 Y = -9 Count = 5 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = -0.5 Y = -5 Count = 3 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = -1 Y = 3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = 0 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Red Micro A Offset = Vector X = 0 Y = -4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -2 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = 2 Y = -2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small A Offset = Vector X = -2 Y = 2 AddEffect = AEmitter PresetName = Jumper Hop Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jump Pixel Light Spread = 0.1 MaxVelocity = 20 MinVelocity = 20 PushesEmitter = 1 EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 1 BurstSize = 6 BurstSpacing = 2000 BurstScale = 1 BurstTriggered = 1 EmissionDamage = 0 Flash = None FlashOnlyOnBurst = 0 AddActor = AHuman PresetName = Jumper AddToGroup = Wildlife HUDVisible = 0 Mass = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp //Base.rte/Actors/Wildlife/Jumper/JumperBodyB.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -12 AngularVel = 0 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Shelled Flesh Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound CopyOf = Flesh Body Blunt Hit PainSound = Sound CopyOf = Bone Crack // DeathSound = Sound // CopyOf = Wildlife Chirp GoldCost = 10 Buyable = 0 Status = 0 Health = 100 ImpulseDamageThreshold = 650 Team = -1 AimAngle = 0 AimRange = 0.75 AimDistance = 30 Perceptiveness = 0.5 CharHeight = 90 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Jumper Head ParentOffset = Vector X = -1 Y = -6 BGLeg = Leg CopyOf = Jumper Leg A ParentOffset = Vector X = -2 Y = -3 Jetpack = AEmitter CopyOf = Jumper Hop ParentOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 JumpTime = 0.1 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot StandLimbPath = LimbPath PresetName = Jumper Stand Path StartOffset = Vector X = -2 Y = 13 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 StandLimbPathBG = LimbPath CopyOf = Jumper Stand Path StartOffset = Vector X = 7 Y = 13 WalkLimbPath = LimbPath PresetName = Jumper Walk Path StartOffset = Vector X = 7 Y = 4 StartSegCount = 0 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = -4 Y = 8 AddSegment = Vector X = -2 Y = 2 AddSegment = Vector X = -2 Y = 1 AddSegment = Vector X = -1 Y = 0 AddSegment = Vector X = -1 Y = 0 AddSegment = Vector X = -3 Y = 0 AddSegment = Vector X = -5 Y = 0 SlowTravelSpeed = 2 NormalTravelSpeed = 3 FastTravelSpeed = 4 PushForce = 10000 CrouchLimbPath = LimbPath PresetName = Jumper Crouch Path StartOffset = Vector X = -2 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Jumper Crawl Path StartOffset = Vector X = 7 Y = 4 StartSegCount = 0 AddSegment = Vector X = 3 Y = -2 AddSegment = Vector X = -2 Y = 3 AddSegment = Vector X = -2 Y = 3 AddSegment = Vector X = -2 Y = 3 AddSegment = Vector X = -3 Y = 3 AddSegment = Vector X = -5 Y = 3 SlowTravelSpeed = 1 NormalTravelSpeed = 2 FastTravelSpeed = 3 PushForce = 8000 ArmCrawlLimbPath = LimbPath PresetName = Jumper Arm Crawl Path StartOffset = Vector X = -8 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Jumper Climb Path StartOffset = Vector X = 7 Y = 4 StartSegCount = 0 AddSegment = Vector X = 3 Y = -2 AddSegment = Vector X = -2 Y = 3 AddSegment = Vector X = -2 Y = 3 AddSegment = Vector X = -2 Y = 3 AddSegment = Vector X = -3 Y = 3 AddSegment = Vector X = -5 Y = 3 SlowTravelSpeed = 1 NormalTravelSpeed = 2 FastTravelSpeed = 3 PushForce = 8000 JumpLimbPath = LimbPath PresetName = Jumper Jump Path StartOffset = Vector X = -2 Y = 13 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 DislodgeLimbPath = LimbPath PresetName = Jumper 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 = 10000 //End of Ini!