freelancer-hd-edition/DATA/MISSIONS/pilots_population.ini

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2021-07-08 12:21:08 +00:00
[EvadeDodgeBlock]
nickname = evade_dodge_test
evade_dodge_style_weight = corkscrew, 1
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 6
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.5
evade_dodge_corkscrew_roll_throttle = 1
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_light_fighter_a
evade_dodge_style_weight = waggle_random, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 50
evade_dodge_interval_time_variance_percent = 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_a
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_b
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 50
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = up, 0.5
evade_dodge_direction_weight = down, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_c
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 50
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
evade_dodge_direction_weight = up, 0.25
evade_dodge_direction_weight = down, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_d
evade_dodge_style_weight = slide, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
evade_dodge_direction_weight = up, 0.25
evade_dodge_direction_weight = down, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_style_e
evade_dodge_style_weight = corkscrew, 1
evade_dodge_cone_angle = 10
evade_dodge_interval_time = 4
evade_dodge_time = 6
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.5
evade_dodge_corkscrew_roll_throttle = 1
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_easy
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 60
evade_dodge_interval_time = 3
evade_dodge_time = 5
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_med
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 3
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_hard
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz_ace
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 200
evade_activate_range = 300
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz2_easy
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 45
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 0.75
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz2_med
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 70
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 0.75
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_horiz2_hard
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 0.75
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.5
evade_dodge_direction_weight = right, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_vert_easy
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 60
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = up, 0.5
evade_dodge_direction_weight = down, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_vert_med
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = up, 0.5
evade_dodge_direction_weight = down, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_vert_hard
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = up, 0.5
evade_dodge_direction_weight = down, 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_easy
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 5
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
evade_dodge_direction_weight = up, 0.25
evade_dodge_direction_weight = down, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_med
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
evade_dodge_direction_weight = up, 0.25
evade_dodge_direction_weight = down, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_hard
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 3
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
evade_dodge_direction_weight = up, 0.25
evade_dodge_direction_weight = down, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_chaos_ace
evade_dodge_style_weight = waggle, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.8
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
evade_dodge_direction_weight = up, 0.25
evade_dodge_direction_weight = down, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_easiest
evade_dodge_style_weight = slide, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 8
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_easy
evade_dodge_style_weight = slide, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_med
evade_dodge_style_weight = slide, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 4
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_hard
evade_dodge_style_weight = slide, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 5
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_slide_ace
evade_dodge_style_weight = slide, 1
evade_dodge_cone_angle = 75
evade_dodge_interval_time = 3
evade_dodge_time = 3
evade_dodge_distance = 250
evade_activate_range = 20
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.25
evade_dodge_direction_weight = right, 0.25
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_corkscrew_easy
evade_dodge_style_weight = corkscrew, 1
evade_dodge_cone_angle = 20
evade_dodge_interval_time = 6
evade_dodge_time = 6
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.75
evade_dodge_corkscrew_roll_throttle = 0.9
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_corkscrew_med
evade_dodge_style_weight = corkscrew, 1
evade_dodge_cone_angle = 20
evade_dodge_interval_time = 4
evade_dodge_time = 4
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.75
evade_dodge_corkscrew_roll_throttle = 0.7
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
[EvadeDodgeBlock]
nickname = evade_dodge_fighter_corkscrew_hard
evade_dodge_style_weight = corkscrew, 1
evade_dodge_cone_angle = 20
evade_dodge_interval_time = 2
evade_dodge_time = 2
evade_dodge_distance = 200
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 1
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0.75
evade_dodge_corkscrew_roll_throttle = 0.5
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
[EvadeBreakBlock]
nickname = evade_break_test
evade_break_roll_throttle = 1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1
evade_break_direction_weight = right, 1
evade_break_style_weight = sideways, 1
evade_break_style_weight = outrun, 1
[EvadeBreakBlock]
nickname = evade_break_light_fighter_a
evade_break_roll_throttle = 0.1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1
evade_break_direction_weight = right, 1
evade_break_style_weight = sideways, 1
evade_break_style_weight = outrun, 1
[EvadeBreakBlock]
nickname = evade_break_fighter_style_a
evade_break_roll_throttle = 0.1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1
evade_break_direction_weight = right, 1
evade_break_style_weight = sideways, 1
evade_break_style_weight = outrun, 1
[EvadeBreakBlock]
nickname = evade_break_fighter_style_b
evade_break_roll_throttle = 0.1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = up, 1
evade_break_direction_weight = down, 1
evade_break_style_weight = sideways, 1
evade_break_style_weight = outrun, 1
[EvadeBreakBlock]
nickname = evade_break_fighter_style_c
evade_break_roll_throttle = 0
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_style_weight = reverse, 1
[EvadeBreakBlock]
nickname = evade_break_fighter_style_d
evade_break_roll_throttle = 0.1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = up, 1
evade_break_direction_weight = down, 1
evade_break_direction_weight = left, 1
evade_break_direction_weight = right, 1
evade_break_style_weight = sideways, 1
evade_break_style_weight = outrun, 1
evade_break_style_weight = reverse, 1
[EvadeBreakBlock]
nickname = evade_break_fighter_style_e
evade_break_roll_throttle = 1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1
evade_break_direction_weight = right, 1
evade_break_style_weight = outrun, 1
evade_break_style_weight = sideways, 1
[EvadeBreakBlock]
nickname = evade_break_fighter_style_f
evade_break_roll_throttle = 1
evade_break_time = 5
evade_break_interval_time = 2.5
evade_break_afterburner_delay = 0
evade_break_afterburner_delay_variance_percent = 0
evade_break_attempt_reverse_time = 0
evade_break_reverse_distance = 0
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1
evade_break_direction_weight = right, 1
evade_break_style_weight = sideways, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_test
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 7
buzz_head_toward_engine_throttle = 1
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 30
buzz_dodge_interval_time_variance_percent = 0.1
buzz_head_toward_style_weight = straight_to, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_light_fighter_a
buzz_min_distance_to_head_toward = 601
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 10
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_head_toward_style_weight = straight_to, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_gunboat_a
buzz_min_distance_to_head_toward = 1500
buzz_min_distance_to_head_toward_variance_percent = 0.1
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_head_toward_style_weight = straight_to, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_a
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_head_toward_style_weight = straight_to, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_b
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 1
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.5
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_dodge_direction_weight = right, 0.5
buzz_dodge_direction_weight = left, 0.5
buzz_head_toward_style_weight = slide, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_c
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 0.5
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.5
buzz_dodge_turn_throttle = 0.75
buzz_dodge_cone_angle = 30
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_dodge_direction_weight = right, 0.25
buzz_dodge_direction_weight = left, 0.25
buzz_dodge_direction_weight = up, 0.25
buzz_dodge_direction_weight = down, 0.25
buzz_head_toward_style_weight = slide, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_d
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 40
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 90
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.25
buzz_dodge_direction_weight = right, 0.25
buzz_dodge_direction_weight = left, 0.25
buzz_head_toward_style_weight = waggle, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_e
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 90
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.25
buzz_dodge_direction_weight = up, 0.25
buzz_dodge_direction_weight = down, 0.25
buzz_head_toward_style_weight = waggle, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_f
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_head_toward_style_weight = straight_to, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_style_g
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.2
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 30
buzz_dodge_interval_time_variance_percent = 0.1
buzz_head_toward_style_weight = straight_to, 1
buzz_head_toward_style_weight = waggle, 0
buzz_head_toward_style_weight = slide, 0
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_headon
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_head_toward_style_weight = straight_to, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_slide
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 1
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.5
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_dodge_direction_weight = right, 0.5
buzz_dodge_direction_weight = left, 0.5
buzz_head_toward_style_weight = slide, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_horiz
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 0.5
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 0
buzz_dodge_interval_time = 1.5
buzz_dodge_interval_time_variance_percent = 0.25
buzz_dodge_direction_weight = right, 0.25
buzz_dodge_direction_weight = left, 0.25
buzz_head_toward_style_weight = waggle, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_horiz2
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 0.5
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 40
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 0
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.25
buzz_dodge_direction_weight = right, 0.25
buzz_dodge_direction_weight = left, 0.25
buzz_head_toward_style_weight = waggle, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_vert
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 30
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 0
buzz_dodge_interval_time = 1.5
buzz_dodge_interval_time_variance_percent = 0.5
buzz_dodge_direction_weight = up, 0.25
buzz_dodge_direction_weight = down, 0.25
buzz_head_toward_style_weight = waggle, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_chaos
buzz_min_distance_to_head_toward = 500
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 4
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 90
buzz_dodge_interval_time = 1
buzz_dodge_interval_time_variance_percent = 0.5
buzz_dodge_direction_weight = up, 0.25
buzz_dodge_direction_weight = down, 0.25
buzz_dodge_direction_weight = right, 0.5
buzz_dodge_direction_weight = left, 0.5
buzz_head_toward_style_weight = waggle, 1
[BuzzHeadTowardBlock]
nickname = buzz_head_toward_fighter_corkscrew
buzz_min_distance_to_head_toward = 600
buzz_min_distance_to_head_toward_variance_percent = 0.25
buzz_max_time_to_head_away = 5
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 1
buzz_head_toward_roll_flip_direction = False
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 30
buzz_dodge_interval_time_variance_percent = 0.1
buzz_head_toward_style_weight = straight_to, 1
buzz_head_toward_style_weight = waggle, 0
buzz_head_toward_style_weight = slide, 0
[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_test
buzz_distance_to_pass_by = 200
buzz_pass_by_time = 1
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 0.5
buzz_pass_by_roll_throttle = 1
buzz_drop_bomb_on_pass_by = True
buzz_break_direction_weight = left, 1
buzz_break_direction_weight = right, 1
buzz_pass_by_style_weight = straight_by, 1
[BuzzPassByBlock]
nickname = buzz_pass_by_light_fighter_a
buzz_distance_to_pass_by = 150
buzz_pass_by_time = 2
buzz_break_turn_throttle = 1
buzz_break_direction_weight = left, 1
buzz_break_direction_weight = right, 1
buzz_pass_by_style_weight = break_away, 1
buzz_pass_by_style_weight = straight_by, 1
[BuzzPassByBlock]
nickname = buzz_pass_by_gunboat_a
buzz_distance_to_pass_by = 350
buzz_pass_by_time = 3
buzz_break_turn_throttle = 1
buzz_break_direction_weight = left, 1
buzz_break_direction_weight = right, 1
buzz_pass_by_style_weight = break_away, 1
[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_style_a
buzz_distance_to_pass_by = 200
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 1
buzz_pass_by_roll_throttle = 0.08
buzz_drop_bomb_on_pass_by = False
buzz_break_direction_weight = left, 1
buzz_break_direction_weight = right, 1
buzz_pass_by_style_weight = break_away, 1
buzz_pass_by_style_weight = straight_by, 1
[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_style_b
buzz_distance_to_pass_by = 250
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 1
buzz_pass_by_roll_throttle = 0.05
buzz_drop_bomb_on_pass_by = False
buzz_break_direction_weight = up, 1
buzz_break_direction_weight = down, 1
buzz_pass_by_style_weight = break_away, 1
buzz_pass_by_style_weight = straight_by, 1
[BuzzPassByBlock]
nickname = buzz_pass_by_fighter_style_c
buzz_distance_to_pass_by = 150
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 90
buzz_break_turn_throttle = 0.25
buzz_pass_by_roll_throttle = 1
buzz_drop_bomb_on_pass_by = True
buzz_pass_by_style_weight = straight_by, 1
[TrailBlock]
nickname = trail_fighter_test
trail_lock_cone_angle = 30
trail_break_time = 0.5
trail_min_no_lock_time = 1
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 0.6
trail_distance = 300
[TrailBlock]
nickname = trail_light_fighter_a
trail_lock_cone_angle = 30
trail_break_time = 0.5
trail_max_turn_throttle = 0.3
trail_distance = 150
[TrailBlock]
nickname = trail_gunboat_a
trail_lock_cone_angle = 30
trail_break_time = 0.5
trail_max_turn_throttle = 0.3
trail_distance = 150
[TrailBlock]
nickname = trail_fighter_style_a
trail_lock_cone_angle = 30
trail_break_time = 0.5
trail_min_no_lock_time = 1
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 0.6
trail_distance = 300
[StrafeBlock]
nickname = strafe_fighter_test
strafe_run_away_distance = 600
strafe_attack_throttle = 1
[StrafeBlock]
nickname = strafe_light_fighter_a
strafe_run_away_distance = 300
strafe_attack_throttle = 1
[StrafeBlock]
nickname = strafe_gunboat_a
strafe_run_away_distance = 300
strafe_attack_throttle = 1
[StrafeBlock]
nickname = strafe_fighter_style_a
strafe_run_away_distance = 600
strafe_attack_throttle = 1
[EngineKillBlock]
nickname = engine_kill_fighter_test
engine_kill_search_time = 1
engine_kill_face_time = 2
engine_kill_use_afterburner = False
engine_kill_afterburner_time = 0
engine_kill_max_target_distance = 500
[EngineKillBlock]
nickname = engine_kill_light_fighter_a
engine_kill_use_afterburner = False
[EngineKillBlock]
nickname = engine_kill_fighter_style_a
engine_kill_search_time = 1
engine_kill_face_time = 2
engine_kill_use_afterburner = False
engine_kill_afterburner_time = 0
engine_kill_max_target_distance = 500
[RepairBlock]
nickname = repair_fighter_test
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0
[RepairBlock]
nickname = repair_light_fighter_a
[RepairBlock]
nickname = repair_fighter_never
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0
[RepairBlock]
nickname = repair_fighter_hull
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0.2
use_hull_repair_post_delay = 1.5
use_hull_repair_at_damage_percent = 0.2
[RepairBlock]
nickname = repair_fighter_shield
use_shield_repair_pre_delay = 0.2
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.2
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0
[RepairBlock]
nickname = repair_fighter_both
use_shield_repair_pre_delay = 0.2
use_shield_repair_post_delay = 5
use_shield_repair_at_damage_percent = 0.2
use_hull_repair_pre_delay = 0.2
use_hull_repair_post_delay = 1.5
use_hull_repair_at_damage_percent = 0.2
[GunBlock]
nickname = gun_fighter_test
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 3
gun_range_threshold = 1.1
gun_target_point_switch_time = 1
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_light_fighter_a
gun_fire_interval_time = 0.3
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 1.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 1.5
[GunBlock]
nickname = gun_transport_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 1.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1.5
auto_turret_burst_interval_variance_percent = 0.2
gun_fire_accuracy_power_npc = 2
[GunBlock]
nickname = gun_gunboat_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 1.5
fire_style = multiple
auto_turret_interval_time = 1.8
auto_turret_burst_interval_time = 2
auto_turret_no_burst_interval_time = 0
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 2
[GunBlock]
nickname = gun_cruiser_a
gun_fire_interval_time = 0.5
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 3
fire_style = multiple
auto_turret_interval_time = 1.8
auto_turret_burst_interval_time = 2
auto_turret_no_burst_interval_time = 0
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 2
[GunBlock]
nickname = gun_solar_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_solar_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_solar_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_solar_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_solar_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_solar_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_fighter_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_fighter_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_fighter_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_fighter_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_fighter_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_fighter_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_military_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_military_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_military_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_military_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_military_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_military_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_bh_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_bh_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_bh_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.25
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_bh_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_bh_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 7
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_bh_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_outcast_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_outcast_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_outcast_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.25
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_outcast_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_outcast_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 7
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_outcast_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_corsair_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 4
[GunBlock]
nickname = gun_corsair_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 4
[GunBlock]
nickname = gun_corsair_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.25
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 4
[GunBlock]
nickname = gun_corsair_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 4
[GunBlock]
nickname = gun_corsair_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 7
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 4
[GunBlock]
nickname = gun_corsair_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 4
[GunBlock]
nickname = gun_xeno_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_xeno_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_xeno_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.25
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_xeno_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_xeno_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 7
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_xeno_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_company_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_company_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_company_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.25
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_company_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_company_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 7
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_company_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_pirate_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_pirate_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_pirate_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.25
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_pirate_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_pirate_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 7
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_pirate_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 3
[GunBlock]
nickname = gun_transport_special_easy
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1.5
auto_turret_burst_interval_variance_percent = 0.2
gun_fire_accuracy_power_npc = 1
[GunBlock]
nickname = gun_easy_npc
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 2
[GunBlock]
nickname = gun_easiest_npc
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 1
[GunBlock]
nickname = gun_story_hit_player
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 1
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 0.5
[GunBlock]
nickname = gun_story_bad_shot
gun_fire_interval_time = 0.3
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 8
gun_fire_accuracy_power = 1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 0.3
[GunBlock]
nickname = gun_story_med_shot
gun_fire_interval_time = 0.3
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2.5
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 0.7
[GunBlock]
nickname = gun_story_fighter_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 0.7
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_story_fighter_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 0.7
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_story_fighter_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 0.7
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_story_fighter_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 0.7
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_story_fighter_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 0.7
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_story_fighter_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 0.7
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_rm_solar_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.5
gun_fire_accuracy_cone_angle = 2
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.25
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_rm_solar_hard2_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.25
gun_fire_no_burst_interval_time = 0.75
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_rm_solar_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_rm_solar_med_style_a
gun_fire_interval_time = 0.1
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1.5
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_rm_solar_easy_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2
gun_fire_accuracy_cone_angle = 5
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.5
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[GunBlock]
nickname = gun_rm_solar_easiest_style_a
gun_fire_interval_time = 0.2
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 2.5
gun_fire_accuracy_cone_angle = 6
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.75
fire_style = multiple
auto_turret_interval_time = 0.2
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.5
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6
[MineBlock]
nickname = mine_fighter_test
mine_launch_interval = 10
mine_launch_cone_angle = 30
mine_launch_range = 250
[MineBlock]
nickname = mine_light_fighter_a
mine_launch_interval = 10
mine_launch_cone_angle = 30
mine_launch_range = 250
[MineBlock]
nickname = mine_gunboat_a
mine_launch_interval = 10
mine_launch_cone_angle = 30
mine_launch_range = 250
[MissileBlock]
nickname = missile_fighter_test
missile_launch_interval_time = 45
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 1000
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_light_fighter_a
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_gunboat_a
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_cruiser_a
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_fighter_hard_style_a
missile_launch_interval_time = 30
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 1000
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_fighter_med_style_a
missile_launch_interval_time = 45
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 1000
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_fighter_easy_style_a
missile_launch_interval_time = 60
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 1000
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = True
[MissileBlock]
nickname = missile_solar_a
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_solar_fast
missile_launch_interval_time = 10
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_solar_med
missile_launch_interval_time = 15
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_solar_slow
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_rm_solar_fast
missile_launch_interval_time = 20
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_rm_solar_med
missile_launch_interval_time = 25
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[MissileBlock]
nickname = missile_rm_solar_slow
missile_launch_interval_time = 30
missile_launch_interval_variance_percent = 0.25
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
[DamageReactionBlock]
nickname = damage_reaction_test
evade_break_damage_trigger_percent = 0.2
evade_dodge_more_damage_trigger_percent = 0.3
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.1
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.1
afterburner_damage_trigger_time = 0.5
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.25
drop_mines_damage_trigger_time = 0.1
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1
[DamageReactionBlock]
nickname = damage_reaction_light_fighter_a
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.25
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.3
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.2
afterburner_damage_trigger_time = 0.5
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.25
drop_mines_damage_trigger_time = 0.1
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1
[DamageReactionBlock]
nickname = damage_reaction_fighter_style_a
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.25
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.3
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.2
afterburner_damage_trigger_time = 0.5
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.25
drop_mines_damage_trigger_time = 0.1
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1
[DamageReactionBlock]
nickname = damage_reaction_fighter_style_b
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.25
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.3
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.2
afterburner_damage_trigger_time = 0.5
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.25
drop_mines_damage_trigger_time = 0.1
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1
[DamageReactionBlock]
nickname = damage_reaction_fighter_style_c
evade_break_damage_trigger_percent = 1
evade_dodge_more_damage_trigger_percent = 0.25
engine_kill_face_damage_trigger_percent = 1
engine_kill_face_damage_trigger_time = 1
roll_damage_trigger_percent = 0.3
roll_damage_trigger_time = 1
afterburner_damage_trigger_percent = 0.2
afterburner_damage_trigger_time = 0.5
brake_reverse_damage_trigger_percent = 1
drop_mines_damage_trigger_percent = 0.25
drop_mines_damage_trigger_time = 0.1
fire_guns_damage_trigger_percent = 1
fire_guns_damage_trigger_time = 1
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1
[MissileReactionBlock]
nickname = missile_reaction_test
evade_missile_distance = 1000
evade_break_missile_reaction_time = 1
evade_slide_missile_reaction_time = 0
evade_afterburn_missile_reaction_time = 1
[MissileReactionBlock]
nickname = missile_reaction_light_fighter_a
evade_missile_distance = 1000
[MissileReactionBlock]
nickname = missile_reaction_fighter_style_a
evade_missile_distance = 1000
evade_break_missile_reaction_time = 1
evade_slide_missile_reaction_time = 1
evade_afterburn_missile_reaction_time = 1
[CountermeasureBlock]
nickname = countermeasure_test
countermeasure_active_time = 3
countermeasure_unactive_time = 0
[CountermeasureBlock]
nickname = countermeasure_a
countermeasure_active_time = 3
countermeasure_unactive_time = 3
[CountermeasureBlock]
nickname = countermeasure_handicap_3
countermeasure_active_time = 3
countermeasure_unactive_time = 3
[CountermeasureBlock]
nickname = countermeasure_handicap_2
countermeasure_active_time = 3
countermeasure_unactive_time = 2
[CountermeasureBlock]
nickname = countermeasure_handicap_1
countermeasure_active_time = 3
countermeasure_unactive_time = 1
[CountermeasureBlock]
nickname = countermeasure_handicap_0
countermeasure_active_time = 3
countermeasure_unactive_time = 0
[FormationBlock]
nickname = formation_fighter_test
force_attack_formation_active_time = 5
force_attack_formation_unactive_time = 10
break_formation_damage_trigger_percent = 0.2
break_formation_damage_trigger_time = 0
break_formation_missile_reaction_time = 10
break_apart_formation_missile_reaction_time = 2
break_apart_formation_on_evade_break = False
break_formation_on_evade_break_time = 0
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10
[FormationBlock]
nickname = formation_light_fighter_a
force_attack_formation_active_time = 20
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.3
break_formation_damage_trigger_time = 10
[FormationBlock]
nickname = formation_fighter_style_a
force_attack_formation_active_time = 20
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.3
break_formation_damage_trigger_time = 10
break_formation_missile_reaction_time = 2
break_apart_formation_missile_reaction_time = 0
break_apart_formation_on_evade_break = False
break_formation_on_evade_break_time = 1
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 15
[FormationBlock]
nickname = formation_fighter_style_b
force_attack_formation_active_time = 20
force_attack_formation_unactive_time = 30
break_formation_damage_trigger_percent = 0.3
break_formation_damage_trigger_time = 10
[FormationBlock]
nickname = formation_fighter_style_c
force_attack_formation_active_time = 0
force_attack_formation_unactive_time = 30
break_formation_damage_trigger_percent = 0.3
break_formation_damage_trigger_time = 10
[FormationBlock]
nickname = formation_fighter_style_d
force_attack_formation_active_time = 5
force_attack_formation_unactive_time = 10
break_formation_damage_trigger_percent = 0.2
break_formation_damage_trigger_time = 0
break_formation_missile_reaction_time = 10
break_apart_formation_missile_reaction_time = 2
break_apart_formation_on_evade_break = False
break_formation_on_evade_break_time = 0
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10
[FormationBlock]
nickname = formation_swarm
force_attack_formation_active_time = 10
force_attack_formation_unactive_time = 10
break_formation_damage_trigger_percent = 0.25
break_formation_damage_trigger_time = 10
break_formation_missile_reaction_time = 1
break_apart_formation_missile_reaction_time = 0.75
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 10
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 1
formation_exit_max_time = 10
[FormationBlock]
nickname = formation_stay
force_attack_formation_active_time = 30
force_attack_formation_unactive_time = 0
break_formation_damage_trigger_percent = 0.5
break_formation_damage_trigger_time = 5
break_formation_missile_reaction_time = 0
break_apart_formation_missile_reaction_time = 0.25
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 1
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 0
formation_exit_max_time = 0
[FormationBlock]
nickname = formation_never
force_attack_formation_active_time = 0
force_attack_formation_unactive_time = 30
break_formation_damage_trigger_percent = 0.25
break_formation_damage_trigger_time = 5
break_formation_missile_reaction_time = 2
break_apart_formation_missile_reaction_time = 2
break_apart_formation_on_evade_break = True
break_formation_on_evade_break_time = 1
formation_exit_top_turn_break_away_throttle = 1
formation_exit_roll_outrun_throttle = 0
formation_exit_max_time = 5
[JobBlock]
nickname = job_test
wait_for_leader_target = True
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
force_attack_formation = True
combat_drift_distance = 2000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_light_fighter_a
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_mission_fighter_a
force_attack_formation = True
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_mission_fighter_b
force_attack_formation = True
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_mission_fighter_c
force_attack_formation = True
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_mission_fighter_d
force_attack_formation = True
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_gunboat_a
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
force_attack_formation = False
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED
[JobBlock]
nickname = job_escort_a
force_attack_formation = False
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED
[JobBlock]
nickname = job_gunboat_b
force_attack_formation = False
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = job_battleship
force_attack_formation = False
attack_preference = anything, 5000, GUNS | GUIDED
[JobBlock]
nickname = job_escort_a
force_attack_formation = False
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = armored_job
wait_for_leader_target = False
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = False
scene_toughness_threshold = easy
flee_scene_threat_style = equal
flee_when_hull_damaged_percent = 0.5
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_NONE
combat_drift_distance = 20000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = prisoner_job
wait_for_leader_target = False
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = False
scene_toughness_threshold = easy
flee_scene_threat_style = equal
flee_when_hull_damaged_percent = 0.5
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_NONE
combat_drift_distance = 20000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = assault_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = True
scene_toughness_threshold = hard
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_POTIONS
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = assault_job
wait_for_leader_target = True
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = True
scene_toughness_threshold = hard
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.2
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_POTIONS
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = defend_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
combat_drift_distance = 20000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = defend_job
wait_for_leader_target = False
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
combat_drift_distance = 20000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = trader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = easy
flee_scene_threat_style = easy
flee_when_hull_damaged_percent = 0.75
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = low_density
loot_preference = LT_ALL
combat_drift_distance = 50000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = smuggler_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.25
flee_no_weapons_style = True
loot_flee_threshold = easiest
attack_subtarget_order = anything
field_targeting = low_density
loot_preference = LT_ALL
combat_drift_distance = 50000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = scavenger_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.33
flee_no_weapons_style = True
loot_flee_threshold = easiest
attack_subtarget_order = anything
field_targeting = low_density
loot_preference = LT_ALL
combat_drift_distance = 50000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = destroyable_depot, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = tradelane_attack_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = tradelane, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = destroyable_depot, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = tradelane_attack_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.15
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = tradelane, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = destroyable_depot, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = bountyhunter_patrol_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_POTIONS
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = gunboat, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = cruiser, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = weapons_platform, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = capital, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = pirate_defender_job
wait_for_leader_target = True
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.15
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
combat_drift_distance = 15000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = xeno_defender_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = xeno_assault_leader_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = xeno_assault_job
wait_for_leader_target = False
flee_when_leader_flees_style = True
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_POTIONS
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = solar, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = freighter_job
wait_for_leader_target = False
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = equal
flee_when_hull_damaged_percent = 0.5
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_COMMODITIES
force_attack_formation = False
combat_drift_distance = 20000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = freighter_smuggler_job
wait_for_leader_target = False
maximum_leader_target_distance = 2500
flee_when_leader_flees_style = False
scene_toughness_threshold = equal
flee_scene_threat_style = easy
flee_when_hull_damaged_percent = 0.5
flee_no_weapons_style = True
loot_flee_threshold = easy
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_COMMODITIES
force_attack_formation = False
combat_drift_distance = 20000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = transport_job
wait_for_leader_target = False
maximum_leader_target_distance = 1500
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.5
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_NONE
force_attack_formation = False
combat_drift_distance = 10000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = escort_leader_job
wait_for_leader_target = False
maximum_leader_target_distance = 2000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_NONE
force_attack_formation = False
combat_drift_distance = 15000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = escort_job
wait_for_leader_target = False
maximum_leader_target_distance = 2000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_NONE
force_attack_formation = False
combat_drift_distance = 15000
attack_preference = fighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 2500, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 2500, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = patrol_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
combat_drift_distance = 10000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = patrol_leader_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
combat_drift_distance = 10000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = repair_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
combat_drift_distance = 10000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = lifter_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
combat_drift_distance = 10000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = scout_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
combat_drift_distance = 10000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = prisoner_job
wait_for_leader_target = False
maximum_leader_target_distance = 10000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
combat_drift_distance = 10000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job_formation
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
force_attack_formation = True
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job_no_formation
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job_formation_real
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
force_attack_formation = True
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job_no_formation_real
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = True
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = LT_COMMODITIES
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job_formation_no_flee
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = False
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_NONE
force_attack_formation = True
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[JobBlock]
nickname = basic_job_no_formation_no_flee
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0.1
flee_no_weapons_style = False
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_NONE
force_attack_formation = False
combat_drift_distance = 25000
attack_preference = fighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = freighter, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = transport, 5000, GUNS | GUIDED | UNGUIDED
attack_preference = anything, 5000, GUNS | GUIDED | UNGUIDED
[Pilot]
nickname = test
gun_id = gun_fighter_test
missile_id = missile_fighter_test
evade_dodge_id = evade_dodge_test
evade_break_id = evade_break_test
buzz_head_toward_id = buzz_head_toward_test
buzz_pass_by_id = buzz_pass_by_fighter_test
trail_id = trail_fighter_test
strafe_id = strafe_fighter_test
engine_kill_id = engine_kill_fighter_test
mine_id = mine_fighter_test
countermeasure_id = countermeasure_test
damage_reaction_id = damage_reaction_test
missile_reaction_id = missile_reaction_test
formation_id = formation_fighter_test
repair_id = repair_fighter_test
job_id = job_test
[Pilot]
nickname = light_fighter_default
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_style_a
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_style_b
buzz_pass_by_id = buzz_pass_by_fighter_style_b
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_light_fighter_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_fighter_style_a
repair_id = repair_fighter_never
job_id = job_light_fighter_a
[Pilot]
nickname = heavy_fighter_default
inherit = light_fighter_default
[Pilot]
nickname = freighter_default
inherit = light_fighter_default
[Pilot]
nickname = transport_default
gun_id = gun_transport_a
[Pilot]
nickname = utility_default
inherit = transport_default
[Pilot]
nickname = gunboat_default
gun_id = gun_gunboat_a
missile_id = missile_gunboat_a
buzz_head_toward_id = buzz_head_toward_gunboat_a
buzz_pass_by_id = buzz_pass_by_gunboat_a
trail_id = trail_gunboat_a
strafe_id = strafe_gunboat_a
mine_id = mine_gunboat_a
countermeasure_id = countermeasure_a
job_id = job_gunboat_a
[Pilot]
nickname = cruiser_default
inherit = transport_default
gun_id = gun_cruiser_a
missile_id = missile_cruiser_a
[Pilot]
nickname = battleship_default
inherit = cruiser_default
job_id = job_battleship
[Pilot]
nickname = station_default
inherit = battleship_default
[Pilot]
nickname = pilot_ai_sandbox
inherit = light_fighter_default
[Pilot]
nickname = pilot_military_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
repair_id = repair_fighter_never
job_id = basic_job_formation
[Pilot]
nickname = pilot_military_med
inherit = pilot_military_easy
gun_id = gun_military_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz_med
[Pilot]
nickname = pilot_military_hard
inherit = pilot_military_med
gun_id = gun_military_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz_hard
[Pilot]
nickname = pilot_military_ace
inherit = pilot_military_hard
gun_id = gun_military_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace
[Pilot]
nickname = pilot_police_easy
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz2
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
repair_id = repair_fighter_never
job_id = basic_job_formation
[Pilot]
nickname = pilot_police_med
inherit = pilot_police_easy
gun_id = gun_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_med
[Pilot]
nickname = pilot_police_hard
inherit = pilot_police_med
gun_id = gun_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard
[Pilot]
nickname = pilot_police_ace
inherit = pilot_police_hard
gun_id = gun_fighter_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard
[Pilot]
nickname = pilot_bh_easy
gun_id = gun_bh_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_slide_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_slide
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_bh_med
inherit = pilot_bh_easy
gun_id = gun_bh_med_style_a
evade_dodge_id = evade_dodge_fighter_slide_med
[Pilot]
nickname = pilot_bh_hard
inherit = pilot_bh_med
gun_id = gun_bh_hard_style_a
evade_dodge_id = evade_dodge_fighter_slide_hard
[Pilot]
nickname = pilot_bh_ace
inherit = pilot_bh_hard
gun_id = gun_bh_ace_style_a
evade_dodge_id = evade_dodge_fighter_slide_hard
[Pilot]
nickname = pilot_xenos_easy
gun_id = gun_xeno_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_vert_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_vert
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_xenos_med
inherit = pilot_xenos_easy
gun_id = gun_xeno_med_style_a
evade_dodge_id = evade_dodge_fighter_vert_med
[Pilot]
nickname = pilot_xenos_hard
inherit = pilot_xenos_med
gun_id = gun_xeno_hard_style_a
evade_dodge_id = evade_dodge_fighter_vert_hard
[Pilot]
nickname = pilot_xenos_ace
inherit = pilot_xenos_hard
gun_id = gun_xeno_ace_style_a
evade_dodge_id = evade_dodge_fighter_vert_hard
[Pilot]
nickname = pilot_outcast_easy
gun_id = gun_outcast_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_chaos_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_chaos
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_outcast_med
inherit = pilot_outcast_easy
gun_id = gun_outcast_med_style_a
evade_dodge_id = evade_dodge_fighter_chaos_med
[Pilot]
nickname = pilot_outcast_hard
inherit = pilot_outcast_med
gun_id = gun_outcast_hard_style_a
evade_dodge_id = evade_dodge_fighter_chaos_hard
[Pilot]
nickname = pilot_outcast_ace
inherit = pilot_outcast_hard
gun_id = gun_outcast_ace_style_a
evade_dodge_id = evade_dodge_fighter_chaos_ace
[Pilot]
nickname = pilot_corsair_easy
gun_id = gun_corsair_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_corsair_med
inherit = pilot_corsair_easy
gun_id = gun_corsair_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz_med
[Pilot]
nickname = pilot_corsair_hard
inherit = pilot_corsair_med
gun_id = gun_corsair_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz_hard
[Pilot]
nickname = pilot_corsair_ace
inherit = pilot_corsair_hard
gun_id = gun_corsair_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace
[Pilot]
nickname = pilot_company_easy
gun_id = gun_company_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_headon
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_swarm
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_company_med
inherit = pilot_company_easy
gun_id = gun_company_med_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_med
[Pilot]
nickname = pilot_company_hard
inherit = pilot_company_med
gun_id = gun_company_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard
[Pilot]
nickname = pilot_company_ace
inherit = pilot_company_hard
gun_id = gun_company_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_hard
[Pilot]
nickname = pilot_pirate_easy
gun_id = gun_pirate_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_e
buzz_head_toward_id = buzz_head_toward_fighter_corkscrew
buzz_pass_by_id = buzz_pass_by_fighter_style_c
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_pirate_med
inherit = pilot_pirate_easy
gun_id = gun_pirate_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med
[Pilot]
nickname = pilot_pirate_hard
inherit = pilot_pirate_med
gun_id = gun_pirate_hard_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard
[Pilot]
nickname = pilot_pirate_ace
inherit = pilot_pirate_hard
gun_id = gun_pirate_ace_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard
[Pilot]
nickname = freighter_easy
inherit = transport_default
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
job_id = basic_job_no_formation
[Pilot]
nickname = freighter_med
inherit = freighter_easy
gun_id = gun_fighter_med_style_a
[Pilot]
nickname = freighter_hard
inherit = freighter_med
gun_id = gun_fighter_hard_style_a
[Pilot]
nickname = freighter_ace
inherit = freighter_hard
gun_id = gun_fighter_ace_style_a
[Pilot]
nickname = transport_easiest
inherit = transport_default
gun_id = gun_fighter_easiest_style_a
missile_id = missile_fighter_easy_style_a
[Pilot]
nickname = transport_easy
inherit = transport_default
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
job_id = basic_job_no_formation
[Pilot]
nickname = transport_med
inherit = transport_easy
gun_id = gun_fighter_med_style_a
[Pilot]
nickname = transport_hard
inherit = transport_med
gun_id = gun_fighter_hard_style_a
[Pilot]
nickname = transport_ace
inherit = transport_hard
gun_id = gun_fighter_ace_style_a
[Pilot]
nickname = pilot_solar_easiest
gun_id = gun_solar_easy_style_a
missile_id = missile_solar_slow
[Pilot]
nickname = pilot_solar_easy
gun_id = gun_solar_med_style_a
missile_id = missile_solar_med
[Pilot]
nickname = pilot_solar_hard
gun_id = gun_solar_hard_style_a
missile_id = missile_solar_med
[Pilot]
nickname = pilot_solar_hardest
gun_id = gun_solar_ace_style_a
missile_id = missile_solar_fast
[Pilot]
nickname = pilot_lrogue_easy
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_easy
evade_break_id = evade_break_fighter_style_e
buzz_head_toward_id = buzz_head_toward_fighter_corkscrew
buzz_pass_by_id = buzz_pass_by_fighter_style_c
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_light_fighter_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_never
repair_id = repair_fighter_never
job_id = basic_job_no_formation
[Pilot]
nickname = pilot_lrogue_med
inherit = pilot_lrogue_easy
gun_id = gun_fighter_med_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_med
[Pilot]
nickname = pilot_lrogue_hard
inherit = pilot_lrogue_med
gun_id = gun_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard
[Pilot]
nickname = pilot_lrogue_ace
inherit = pilot_lrogue_hard
gun_id = gun_fighter_ace_style_a
evade_dodge_id = evade_dodge_fighter_corkscrew_hard
[Pilot]
nickname = pilot_rm_solar_easiest
gun_id = gun_rm_solar_easy_style_a
missile_id = missile_rm_solar_slow
[Pilot]
nickname = pilot_rm_solar_easy
gun_id = gun_rm_solar_med_style_a
missile_id = missile_rm_solar_slow
[Pilot]
nickname = pilot_rm_solar_hard
gun_id = gun_rm_solar_hard_style_a
missile_id = missile_rm_solar_med
[Pilot]
nickname = pilot_rm_solar_hardest
gun_id = gun_rm_solar_ace_style_a
missile_id = missile_rm_solar_fast