[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